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Rewriting Veilguard

Summary:

What if "Dragon Age: The Veilguard" was not stuck in such a development hell? What if Project Joplin had not wholly been abandoned? What if we truly had received a game more in line with the first three?

A hypothetical look into an alternate universe where the fourth Dragon Age had a tad fewer problems in its 10-year development cycle.

Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind-the-scenes drama. Just a fun writing exercise.

Chapter 1: Prologue - Part 1: The World State

Summary:

Presenting a World State for Veilguard that truly carries over the choices of the previous games.

Notes:

So before anyone jumps at me and accuses me of being the biggest hater who ever hated and that I just do not appreciate what we got: I do not actually hate DATV in its current form. I think it's amazing that the game managed to be as good as it is, given everything that happened behind the scenes. This is to be seen as a fun creative writing exercise on what could have been. You can please lower your pitchforks now.

So, Dragon Age: The Veilguard. My feelings on this game are complicated, to say the least. On one hand, it's a very fun action game with engaging combat, great visuals, and one of the better third acts I have played in recent times. If this was a standalone game, I would even call it a great one. But for this to be the culmination of an epic story full of intricate choices, grey morality, fascinating intrigues, all set in one of the best fantasy worlds I have ever seen, yeaaaaah...I have to be honest, that was disappointing.

The wound was there, it was bleeding, and then came the art book and rubbed all the salt of the Dead Sea into it. We got a glimpse of this fabled Project Joplin everyone had been talking about, and what I saw there was everything I had expected to see in the game after waiting for 10 years. Epic character reunions, consequences of our previous choices, a Dread Wolf who truly lived up to the antagonist role, and truly dark scenarios that once again showcased Thedas' grey morality in absolute spades.

Now, look, I'm not one with a false perception of reality. I am fully aware that what we've seen was just concept art, nothing solid and finalised, ideas that were given visual form. But when almost none of said concept art made it into the final product, then yeah, one starts wondering what could have been had any of it been further developed.

And that's what this little project is for! Here, we shall, in great and hopefully entertaining detail, go through a hypothetical rendition of Veilguard that wasn't plagued by all the behind-the-scenes problems, which, at this point, I don't think need elaboration. We shall start in the main menu and work our way throughout the entire game, all the way until the end credits. This is going to be a full rewrite.

I don't even disagree with Project Morrison altogether. I like the idea of the six factions, the companions tied to those, Rook being from one and having the world reflect on them for it, this is all good stuff. I actually really like most of Morrison's concepts. The problem for me was mostly the execution and the writing. And I am very confident that I am not the only person with this stance.

If you like Veilguard in its current form and find no issues whatsoever with it, then my friend, I honestly need to tell you that your tastes are so questionable that I-

No, of course I'm not going to say that. If you like Veilguard, that's fine! I like it to a degree! If it gave you what it couldn't give me, that's awesome, and I am super jealous of you! But for me, and for many others, it's been, unfortunately, a disappointment. And none of us wanted it to be. I can 100% guarantee that nobody went into Veilguard with the expressive desire for it to be bad. We all were rooting for it. We all wanted it to be this gigantic, great RPG, a true return to form that marked a new age for BioWare. And if Veilguard gave you that, that's amazing.

So if you liked Veilguard and are ready to defend it to the bone, more power to you! But you won't find much love for it here, I'm afraid. If this does not turn you off, then welcome aboard! If you, like me, wanted the game to be something else, something more even, then let us explore this alternate universe together.

For this rewrite, I am taking the best of Joplin and Morrison and mixing them into one comprehensive, large project. And without further ado, for I know I have been babbling like a maniac, let's get straight into it.

PS: If any of this looks and sounds familiar to you, yes, I am posting this series on Tumblr as well. This is just me using AO3 to provide a bit of a more nicely formatted, maybe even slightly more polished, take.

(See the end of the chapter for more notes.)

Chapter Text

Prologue

Part 1 - The World State

 

 

Like many of us, I was disappointed with the total amount of choices carrying over from past games being only three, one of which dealt with romance, two with decisions made in the Trespasser DLC, and all of them being from Inquisition. This already set the precedent that we shouldn’t really be expecting the game to be as connected to our carefully curated Thedas as we have come to be used to from previous titles—no more uniquely flavoured codex entries, no more small but sweet cameos here and there that make the world itself feel like a larger place that we had helped shape.

Given The Veilguard’s very troubled production history of multiple delays, staff layoffs, and all-around restarts of the entire project, it is honestly a surprise that we even got three choices, so credit where credit is due. They made with what they had. But what if The Veilguard had this vision from the start? What if there wasn’t any of this meddling? What if BioWare simply had more time and control? What if they could truly let us import the World State this game deserved?

Now, for this hypothetical rewritten playthrough, I’m going off of the fact that the Dragon Age Keep will not be used; I actually found it a neat idea to tick my three choices in the character creator, and it would have probably been better had Inquisition done something similar. Why do I think that? Because it means we are not running into any dangers of servers potentially shutting down (yes, thank you for that looming Sword of Damocles for all Inquisition players, BioWare) , leaving us trapped in the canon we happened to have imported last. Converting the Keep into an offline editor was a good idea, but unfortunately not executed nearly enough as, let’s face it, we all expected. So we’re gonna have some fun for Veilguard.

Disclaimer: I’m going to refer to the game’s title as Veilguard from now on, not “the” Veilguard. I really don’t like the change of having a “the” in a series of otherwise one-word, or one-number, titles.

Of course, we have to be realistic about this. It is virtually impossible to implement every single decision from across all three games, and those that can be implanted can’t alter the main plot too much. We've had David Gaider explain this very dilemma in great detail when it came to the development of Inquisition. Certainly, we like to imagine and picture things, but let’s approach this from an actually doable point of view. Nobody has limitless resources, and neither shall we.

Right, so imagine you just booted up the game, listened to the killer main menu theme, pressed the start button, and then, before anything else happens, we get an opening narration. But instead of Varric talking about Solas immediately, thereby raising questions for anyone who hasn't played the predecessor, we’re gonna set the stage for the general state of Northern Thedas: with the South experiencing a few years of relative peace, the North is a wholly different story: Tevinter and the Qunari have engaged in a bloody and brutal all-out war that threatens to reach its culmination, the Grey Wardens are growing more reclusive with the Anderfels experienced increased Darkspawn Raids, strange magic thins the Veil and warps reality in Arlathan Forest, a part of the Antaam is now occupying Antiva and Rivain, pirates raid the eastern seas with increased brutality, strange whispers arise from the depths of the Grand Necropolis, basically, everything is in chaos. But Varric is certain that one person is the key to all this. Cue the distant howling of a wolf and six red eyes in the dark. Cut to black.

Instead of being immediately thrown into Rook's character creator, we can choose between either going to said CC, or we can click on another button called “World State”. Not just something about the Inquisition. And it would take up half of the screen instead of being shoved somewhere in the corner of the final CC page, which many people missed. I could have missed it too, had I not known beforehand that it was going to be there! Seriously, the way it was presented in Veilguard was almost like BioWare was going "Hi, hello, yes...it's there...but it's not much and we're kind of ashamed to even show it to you." You can't convince me they were not fully aware of the disappointment many DA veterans would have by how they presented that button.

Now, in our game, when we click on World State, we get this message: “You can customise the protagonists and several events from the games Dragon Age: Origins, Dragon Age II, and Dragon Age: Inquisition. These choices will have both major and minor effects on this game's plot. If this is your first Dragon Age title, you would be advised to skip this section, as you may otherwise risk getting overwhelmed. A default World State has been created for your convenience.”

Why did I add this disclaimer? Because it would show us, right from the get-go, that we respect both new and old players. If you’re a new player, feel free to skip this part as it won’t matter to you anyway and, quite frankly, you wouldn’t want to spend an eternity in the character creator doing things you might not even be familiar with. But if you’re a returning player or someone who has read up on recaps and watched countless lore videos, come on right in, we’ve got you covered, don’t worry! We know how much time you spent meticulously crafting your World State for Inquisition, so join us and customise to your heart’s content.

If you choose to not skip ahead (honestly the only time I would click “skip” on that shit is if I was a new player), you will be presented with three tarot cards, one shows the griffon, the symbol of the Grey Wardens, one shows Kirkwall’s heraldry, and one shows the Inquisition’s banner. Here’s your previous three games. And now we get to customise them. The little gremlin in me would be quite gleefully rubbing his hands at this prospect.

The way this is going to work is that I'll be presenting all the options we can customise, and then I'll be giving you my own, personal World State, which we shall be using for our rewrite here.

 

Dragon Age: Origins

We open the first slide and are immediately hit with a crimson screen and an ambient reprise of several of Inon Zur’s themes from DAO. I loved this part in the game, when you click to customise your Inquisitor and are immediately hit with “Calling the Inquisition”. Ugh! PERFECTION! Imagine the same happening with a DAO screen and you're immediately hit with either the main theme or that serene party camp music. Now let’s actually customise things.

 

The Hero of Ferelden

Before people get too excited: No, I'm unfortunately not going to bring the Hero of Ferelden back for a major role, for the same reasons that prevented them from showing up in DAI. However, and this is a huge however, I do have plans for them nevertheless. And what exactly those plans are...well, you'll see. For now, let us customise what we can.

  • The Hero: Here, we get to tick the race, gender, class, and background for our Warden. Not an in-the-flesh CC, I'm afraid, but we do get those fancy BioWare tarot cards. And guess what? That would already be more than enough for what we can do. At least we know the game acknowledges their continued existence for now, instead of only being degraded to some vague mention of Ferelden's "national heroes". Our Hero for this World State shall be Meira Cousland, a human rogue.
  • The Warden’s Fate: Did the Hero of Ferelden perform the ultimate sacrifice? No, she didn't. Meira had Morrigan perform the Dark Ritual.
  • Romance: Who did your Warden romance, if at all? Meira romanced Alistair.

 

The Companions

Now that our Warden is set, we jump over to DAO’s companions. Each companion has their own little mini-section. The first few questions will always be “Did you even recruit them? And if so, did they survive? If so, were you on good terms or not?” Meira recruited all companions, was on friendly terms with them, and all survived.

These questions, depending on the answers, will immediately lock or open the more specific ones. Which are, as follows:

  • Did the Warden have Morrigan perform the Dark Ritual? Yes, she did.
  • What is Alistair’s ultimate fate? Alistair is the King of Ferelden, and Meira rules at his side.
  • Was Sten reunited with his sword? Yes, he was.
  • What happened to Loghain? Loghain was executed at the Landsmeet.
  • What happened to Marjorlaine? Marjorlaine was killed.

 

The Battle of Ostagar

  • What happened to the prisoner at Ostagar? Meira fed him.

 

The Arl of Redcliffe

  • What is Connor’s fate? Connor survived.
  • Is Isolde alive? Yes, she is.
  • Did you help Bevin and return his sword? Yes.

 

The Urn of Sacred Ashes

  • What happened to the Urn? The Urn was not defiled.

 

Broken Circle

  • Who did the Warden support? Meira supported the mages.

 

The Nature of the Beast

  • How was the situation between the Dalish and the werewolves resolved? Zathrian and the Spirit of the Forest both died, and the curse was broken.

 

A Paragon of Her Kind

  • What happened to the Anvil of the Void? The Anvil was destroyed.
  • Who rules Orzammar? Bhelen.
  • Did the Warden help Brother Burkel create a Chantry in Orzammar? Yes.
  • Did the Warden prove the Legion of the Dead was connected to a noble house? Yes.
  • Did Orta join the Assembly? Yes.

 

Warden’s Keep

  • What happened to Sophia and Avernus? Sophia was slain, and Avernus was permitted to continue his research under more ethical conditions.

 

Denerim

  • Did the Warden complete Slim Couldry’s crime wave? No.
  • Who rules Ferelden? Alistair and Meira.
  • Who killed Urthemiel? Meira.

 

Awakening

Now, when we get to Awakening, we get the option to recreate the race, gender, and class of our Orlesian Warden-Commander, but only if the Hero of Ferelden died slaying Urthemiel. If the Warden is alive, this option is locked. Furthermore, we get the same questions about Awakening's companions we got in DAO. Meira recruited all companions into the Grey Wardens and was on friendly terms with them.

Then, there are two more specific questions.

  • What happened to the Architect? Meira spared the Architect.
  • What happened to Vigil’s Keep and Amaranthine? Both survived the Mother's onslaught.

 

Witch Hunt

  • Did the Warden travel through the Eluvian with Morrigan? No, Meira did not.

 

As you can see, I have not included all the possible choices, but we all remember the question marks over our heads when pretty much nothing of what we ticked in the DA Keep ever came up in DAI. With this more curated set of choices you can be damn well sure that all of them will be taken into account. Not all of them will heavily feature in the game; in fact, many of them are for flavour and codex entries only, but there is still merit in those. We know there is a whole lot of stuff happening in the South thanks to the letters the Inquisitor regales us with. So let’s put some world-state uniqueness to those letters. I do actually have things planned for the South, so stay tuned for that. But in this rewrite, some of these choices will, in fact, feature in a more substantial manner.

And that’s Dragon Age: Origins done! Moving on to the next one!

 

Dragon Age II

When we enter this screen, the CC assumes Kirkwall’s orangey-yellow tone and we get a reprisal of the key DA2 themes by Inon Zur, the most prominent one being, of course, Hawke’s family theme. This one is not going to be as big as DAO, but there are a few important factors nevertheless, especially concerning possible deaths and survivals.

 

The Champion of Kirkwall

Unlike the Hero of Ferelden, Hawke will actually be customisable in this one. Because no matter whether or not they were sent to the Fade or Weisshaupt, there is always the potential for them to still be alive. So, here are the choices regarding Hawke:

  • The Champion: Here you can customise Hawke’s gender, class, and personality. Our Champion shall be a male warrior called Garrett with a humorous personality.
  • Who did Hawke romance, if at all? Garrett romanced Merrill.

 

The Party

Pretty much every companion’s card, aside from a few, will have the questions “Did you recruit them?”, “Are they still alive?”, and “Were they friend or rival to Hawke?” at the forefront. Most of it is gonna be flavour, but it’s still my flavour, dammit! Garrett recruited all possible companions, saw to their survival, and was on friendly terms with all of them.

  • What happened to Bethany or Carver? Carver is dead and Bethany became a Grey Warden.
  • What happened to Isabela and the Tome of Koslun? Isabela returned to Garrett's side and gave the Tome of Koslun to the Arishok.
  • What happened to Fenris and Danarius? Fenris killed Danarius.
  • What happened to Merrill, her eluvian, and Clan Sabrae? Merrill restored the eluvian and Clan Sabrae survived.
  • What happened to Bartrand? Bartrand survived.
  • What happened to Anders when the Chantry exploded? Garrett spared Anders' life.
  • Did Hawke approve of Anders' actions? No, he did not.
  • Did Aveline marry Donnic? Yes, she did.

 

The Tale of the Champion

  • Did Hawke protect the Bone Pit from all its dangers? Yes, he did.
  • What happened to Feynriel? Feynriel travelled to Tevinter.
  • Did Hawke let Zevran go? Yes, he did.
  • Did Nathaniel survive? Yes, he did.
  • Did Hawke side with the mages or the templars? Garrett sided with the mages.

Fewer choices are carrying over here compared to DAO, but many of the events that occurred in DA2 are only relevant to Kirkwall’s immediate fate, which is already resolved by the time of DAI. Many of these will be flavour again, but some of them, I’m not going to say which, will definitely have a bigger impact.

Right, we’re done with DA2, let’s move on to the last one!

 

Dragon Age: Inquisition

And here we get to the big one, the game that most directly impacts much of Veilguard's story. We click on the last page and get the green shades and DAI’s ambience themes, a beautiful reprisal of Trevor Morris’ great hits. I would like to once again reiterate how emotional the CC music made me feel here when I was playing the game. Let us now customise our choices.

 

The Inquisitor

While the Hero of Ferelden will be a background figure in letters and codex entries, and Hawke more of a minor character with a significant role, the Inquisitor will have a much larger presence. Just how large, you’ll find out soon. But for now, let’s customise them:

  • The Inquisitor: Here you can customise your Inquisitor’s race, gender, class, and specialisation. Their personality as well, for while it wasn’t as apparent as with Hawke, the Inquisitor does still have a distinct range of dialogue choices. You can still be diplomatic, lighthearted, or even rough. Our Inquisitor is a female elven mage called Elera Lavellan, who specialised as a Rift Mage and has a diplomatic personality.
  • Who did the Inquisitor romance, if at all? Elera romanced, and who else could it be for the purpose of this playthrough, Solas.

 

The Inner Circle

As with the other companion sections, pretty much all slides here will feature the “Did you actually recruit them?”, “Are they still around?”, and “Are you friends or not?” questions. Alongside a few specific ones that will definitely have more of an impact here. Elera recruited all companions and is on friendly terms with them.

  • Did Dorian resolve the issue with his father? Yes, he did.
  • What happened to Blackwall? Thom Rainier went to the Grey Wardens.
  • Did the Iron Bull remain loyal to the Qun? No, he did not.
  • Did Cassandra rebuild the Seekers of Truth? Yes, she did.
  • Did Cassandra discover the book of secrets? Yes, she did.
  • What happened to Harmond? Harmond is alive and forced to work for the Inquisition.
  • Which path did Cole choose? Cole became more human.
  • What happened to Solas’ friend? Solas freed Wisdom.
  • Did Varric track down the red lyrium source? Yes, he did.
  • Did the Inquisitor give Vivienne the heart of a snow wyvern? Yes, she did.
  • How was Cullen’s lyrium dilemma resolved? Cullen is no longer addicted to lyrium.
  • How did the Inquisitor help Josephine resolve her family’s fortunes? Josephine was able to elevate the Du Paraquettes to nobility.
  • Was Leliana hardened or softened? Leliana was softened.

 

The Path of the Inquisitor

  • Did the Inquisitor embrace or denounce their title of Herald of Andraste? Elera denounced it hard.
  • Did the Inquisition side with the mages or the templars? The Inquisition sided with the mages.
  • What manner of alliance was formed with the mages? The Inquisition recruited the mages as allies, not conscripts.
  • What was the general principle upon which the Inquisition was founded? Order and stability.
  • Who rules Orlais? Celene rules Orlais, and made peace with Gaspard and Briala.
  • Who stayed behind in the Fade? Hawke.
  • What happened to the Grey Wardens after Adamant Fortress? The Inquisition declared an alliance with the southern Wardens.
  • What happened to Samson or Calpernia? Samson was the Inquisition's nemesis and was given to Cullen.
  • Who drank from the Well of Sorrows? Elera.
  • Did the Inquisitor respect the rituals at the Temple of Mythal? Yes, she did.
  • Who became Divine Victoria? Leliana.

 

The Inquisition’s Influence

  • Did the Inquisitor ally with the Hinterland cultists? Yes.
  • Was the rift in Crestwood closed? Yes.
  • Was Caer Bronach captured? Yes.
  • Did the Inquisitor make a deal with Imshael? No.
  • Was Suledin Keep captured? Yes.
  • Was Griffon Wing Keep captured? Yes.
  • Was Sutherland’s company formed? Yes.
  • What tone did the Inquisitor’s judgments take? Elera was diplomatic and recruited most of her captives into the Inquisition.

 

Jaws of Hakkon

  • Did the Inquisitor learn Ameridan’s fate? Yes.
  • Was Hakkon slain? Yes.
  • Did the Inquisitor share the truth about Ameridan? Yes.

 

The Descent

  • Did the Inquisitor stop the earthquakes from destroying the Deep Roads? Yes.

 

Trespasser

  • What is the ultimate fate of the Inquisition? The Inquisition was disbanded.
  • What is the Inquisitor’s final goal regarding Solas? Elera swore to redeem Solas.

 

Again, this looks like a lot, and it is, but bear in mind that a lot of these will only have minor impacts on the story in the form of cameos and codex entries. However, there are several major DAI choices that will have significant consequences.

And that’s the World State editor finally done! I believe all of these choices are able to feature in some capacity, be it big or small. But no matter if it’s a big world-changing consequence or simple flavour texts and cameos, it will still be our Thedas, our own unique version of it that we helped shape.

Notes:

Well, I believe that's enough for our opening chapter, ey? This version of the World State allows for a much more unique take on Thedas for all of us.

Going forward, I will only be referring to the World State I crafted for the rewrite. So no, I won't be detailing what an Aeducan Warden might be up to, what would happen if Cullen was romanced, or if Stroud/Loghain/Alistair was the one who stayed behind in the Fade. But I will present my World State in a way that will allow you to very vividly imagine what could happen with other choices ticked.

The next six or so chapters will be quite unique. We shall be looking at the six factions Rook can belong to. But, more importantly, we shall be looking at developing unique origin stories. Yes, we're going back to DAO roots here, and I very much believe it can be done.

I have six unique Rooks prepared to take us on these little starter journeys. At the end, we shall pick the Rook we want to stick with for the rest of the rewrite.

Thank you everyone who has been reading up until now. I shall see you in the next chapter, where we talk about the Shadow Dragons!

Find this chapter on Tumblr: https://www. /drakorn/767900794856030208/rewriting-veilguard-part-1-the-world-state?source=share

Chapter 2: Prologue - Part 2: The Shadow Dragons

Summary:

Presenting a pitch for a playable origin story from the perspective of a Shadow Dragon Rook.

Notes:

And we return, this time with something a bit more juicy, if I may say so myself. As promised last time, today we shall be looking at the first of six playable origin stories in our Veilguard rewrite. And as the title already says, we'll be checking out the Shadow Dragons.

I very well understand if you read the first chapter on the World State and were like "Pff yeah right, he wants to do a rewrite but all he did was show a sterilised version of the DA Keep." Well, I, too, have had these thoughts, so I present you with something a bit more substantial. Enjoy!

(See the end of the chapter for more notes.)

Chapter Text

Prologue

Part 2 - The Shadow Dragons

 

Now that we have dealt with our World State, it’s time to pick Rook’s background. When I first learned that there would be six factions to choose from, I was honestly very ecstatic. You’re telling me we’re getting six different origin stories for Rook? Did BioWare finally listen to the fans’ wishes to get one more game with DAO-style prologue missions before the big main plot begins? Then I learned that six of the companions you meet would each represent one of those factions, and I was like “Amazing, so you will definitely have one party member with whom you can at least align interests and goals from the very start. One with whom you can already establish some manner of connection and relationship before the adventure begins.”

What we ended up getting was…sort of something in the middle. Your backstory is brought up and you get quite a bit of unique dialogue regarding your factions...at least during the first half. If you’re a Shadow Dragon, there’s a lot of Minrathous dialogue tailored to you specifically. If you’re a Grey Warden, you get some unique dialogue whenever the Blight is involved.

But there was…something missing for me. You see, when we start the game, we’re immediately thrown into this epic mission where Rook, Varric, and Harding find Neve and race against time to stop Solas from tearing down the Veil. It feels very much like we’re starting somewhere in the middle rather than at the beginning. It's the Mage-Templar War all over again but in an even more extreme case. And that, in my humble opinion, is due to the lack of an actual prologue, one that gives us time to properly establish who Rook is. DA2 did not have this problem, as Hawke, for their limitation of being human only, had a very well-crafted and developed background that constantly kept coming up and staying relevant. DAI had the problem that, no matter what race you chose, the Inquisitor still felt more or less like the same person (looking at you, Lavellan, who needed Morrigan to explain elven gods to you). And I do very well remember how sour of a taste that left in many peoples' mouths.

Let us, therefore, assume that we are in the creative executive chair for this game, we're in charge. Let's further assume that we took that criticism to heart and decided to do something about it. So, here’s what the next few parts of this hypothetical rewrite of Veilguard will focus on: creating six unique playable origin stories that would very much be doable without the vampiric leech known as “development hell” hovering over you. This chapter will focus solely on the Shadow Dragon origin story, so stay tuned for the others.

 

Creating Rook

Once we have finished customising our World State (because we are veterans of the series and did not skip to the default one), we move over to the actual character creator for our main hero. And before we even get to Rook, we get a screen that allows us to pick our background, our faction, our starting place in Thedas.

When clicking on each of the factions' tarot cards, just like in the actual game, we get small introductory texts giving us a little taste for what to expect. Here, however, said text is going to be different to the one we get in DATV.

You see, when reading through those backstories, I got the feeling that all of them sounded like outlines for what could have been the origin story quest. I am actually 100% confident that BioWare planned on including prologue missions at one point but had to scrap them due to development hell reasons. But here's the problem. All of the six backstories essentially boil down to “you upset some higher authority and now your faction wants you out of the spotlight.” No matter where you come from, your essential situation is exactly the same. All the choices regarding Rook’s personality have already been made for us.

Actually playing the origin story allows us to roleplay in a roleplaying game (shocking, I know). So, the origin text we get when we click on the Shadow Dragons is simply going to be:

“You are a Shadow Dragon. This underground resistance opposes corrupt rulers and slavery in Tevinter. Coming from all walks of life, they are determined to bring justice to the people. As a member of House Mercar, a renowned Soporati family known and famed on the battlefield against the advancing Antaam, you have much influence to bring, and much to lose.”

That’s just the small little snippet we see when hovering over the option. But that’s all we’re gonna get for now. There is no mention yet of Rook’s personality as we’ll get to shape it ourselves. But I'm already letting you know, no, we're not going to be able to play a vicious murder hobo here. You can be aggressive and cruel, but not to the point of being an irredeemable monster. Rook still needs to be someone who can be trusted with the main quest. That being said, we're not taking the Marvel approach here, either, where everything you say and do somehow contributes to either a lighthearted joke or being an out-of-nowhere holier-than-thou heroic inspiration for everyone around you. There are instances where that is appropriate, but it has to be earned.

Just like in Veilguard, no matter what faction you take, you can play all races. However, contrary to Veilguard, here the world will actually react to who and what you are in a more substantial manner. I am in no way an advocate for racism and xenophobia. But both of those are very much present in Thedas. Elves are not treated like humans, especially in a place like Tevinter. Commoners are not treated in the same way as nobles. Our job here is to reflect the world of Thedas, not our own. The players are smart enough to differentiate between the two.

Having said that, depending on what race and class Rook is, the stakes vary:

  • If Rook is a human, they are the direct heir of House Mercar, destined to take over the family name one day. If Rook is a human mage, they have just been appointed to the Laetan status, granting their family more political influence.
  • If Rook is a dwarf, they are an adopted scion of House Mercar, which does work with dwarves since, thanks to the ancient treaty between Tevinter and the Dwarven Empire, dwarves enjoy considerably more privileges than elves and qunari.
  • If Rook is an elf or a qunari, they are an official slave of House Mercar, but it’s made pretty clear in the beginning that House Mercar’s slaves are slaves in name only, while actually being more akin to paid servants. House Mercar simply refers to them as slaves to stay under the Magisterium’s radar and actually uses them to pass on information to the Shadow Dragons.

For our Shadow Dragon run, we shall be taking on the role of a distinguished gentleman named Verus Mercar, a male human mage. Now that Rook has been finalised, we, at last, click the most-desired button to start the game.

We get another, more specific narration from Varric, where he give us our chosen faction’s backstory. We get a recap on how Dorian and Maevaris founded the Lucerni shortly after the war with Corypheus and how much of a ray of hope this group was in the twisted and corrupt society of the Tevinter Imperium. But then, some of the more powerful and older Altus families began to heavily push against them, eventually leading to Maevaris being framed for treason and losing her seat in the Magisterium. She took all the blame on herself so that Dorian would be able to retain a spotless reputation and continue their work on the great political stage. Maevaris took the remaining Lucerni underground and formed the Shadow Dragons, continuing their mission under a different name. Now unbound by political restrictions, the Shadow Dragons are free to take more radical measures in their fight against oppression and slavery. And Varric is confident that the perfect candidate for his mission can be found in this group.

 

The Shadow Lair

Our story begins in Minrathous, in the underground base of the Shadow Dragons. And right off the bat, we’re making a change regarding said base’s location. In DATV, it stands in a random building somewhere in Dock Town that pretty much anyone could access. I get that they were probably going for the “hide in plain sight” approach, but let’s have some fun here.

In this rewrite, the Shadow Dragons are literally operating from the underground. Now, Minrathous’ underground system has two things that are very beneficial for a secretive rebellious organisation:

  • Vast catacombs. The catacombs of Minrathous are so massive that they can store food to survive years of siege. Minrathous, like so many cities and settlements in Tevinter, is built on the bones of Elvhenan. You can easily get lost in those catacombs.
  • Gigantic sewers. The sewers are arguably even more treacherous than the catacombs, because we have seen in Tevinter Nights what can lurk there. Imagine the sewers of the greatest city in the world, the greatest magical city in the world. Surely it comes with its own set of urban legends akin to the sewer gator. But in a city like Minrathous, those legends are probably true. Failed magical experiments, lyrium-infused mutations, abominations of former mages who failed some twisted blood magic experiment, possessed objects; all this can be found in Minrathous’ sewers. Dangerous for everyone, and therefore perfect for the Shadow Dragons.

The Shadow Dragons operate from a place called "The Shadow Lair”, a section of an underground district known simply as “The Undercity”. That’s where all the poor and forgotten retreat if they wish to disappear from the world but have no means to leave the city, or criminals who flee the Imperium’s justice system. Slaves who wish to escape. And on that note, let me talk about something else.

I was personally disappointed that Veilguard didn’t really touch on Tevinter’s slavery system. It felt a bit like I was treated with kid gloves and not given the trust to being able to handle dark topics. But Tevinter, as has been established in all DA media before this game, is a pretty dark place for anyone who isn’t a human mage. And it’s important to depict that as it shows the stakes and just how rotten of a society the Imperium is. We need to see what the Shadow Dragons are actually fighting for. It’s not enough to just tell us how much a freedom fighter group we are, no, we need to see it.

 

Meeting the Leaders of the Shadow Dragons

So Mercar meets with the leaders of the Shadow Dragons, namely Maevaris and the Viper. From this conversation, we get the general gist of what’s about to happen and why we are here: House Mercar decided to get a bit more involved with the Shadow Dragons after both parties discovered a massive plot for something big involving Minrathous' vast slave population. Whatever it is, it’s happening somewhere in Dock Town, and we are to rendezvous with Neve Gallus, a local and renowned private investigator who is in league with the Shadow Dragons, to get to the bottom of this.

Now, let's talk a bit about Maevaris. This is no longer the influential Magister we heard about in DAI and saw in subsequent books and comics. This is the leader of an underground slave-fighting force who still tries her absolute best in making a true difference. Tevinter has been endlessly corrupted for thousands of years. It takes a very strong will to oppose that with absolute conviction. And Maevaris is one such person. She still hasn't lost her sense for fashion and wears elegant yet practical robes. When you stand next to her, you just feel that power and magisterial grace, but not in an oppressive, but supportive and encouraging manner. This is someone we admire and want to follow.

Then we also have Ashur, the Viper. I like the concept they had in Veilguard, so let us expand on it. The Viper is the Shadow Dragons' equivalent of a Spy Master, he who has contacts in all the cities and always knows what's up. How did he manage to establish such a massive interconnected network? Welllllll....more on that later, but those who have read about a certain fan theory regarding him might know where I'm going with this. For now, let's just say he's part of an influential Altus house, which is true! He's secretive, his face is veiled, and not just with a physical way, no, he has an illusion spell placed upon his face, one that distorts and blurs it for anyone who's not supposed to see it...which is everyone.

 

An Old Friend

Just as our conversation with Maevaris and the Viper reaches its end, a familiar face strides into the Shadow Lair: Varric Tethras. Yes, we actually get to see Rook’s first meeting with Varric here! Maevaris greets and introduces him to us. Mercar gets to have a first chat with Varric, where he assesses our personality. This vibe check is what allows us to determine Rook’s general personality: are we diplomatic, humorous, or aggressive? As I said earlier, Varric wouldn’t pick an evil person to fight against Solas, but we should still have some kind of roleplaying room regarding Rook’s way of thinking and speaking.

At this point, I'm sure all of you who played DAO noticed what I'm doing here, but Varric’s purpose in these prologues is the same as Duncan’s. He’s the one who recruits you into the larger fight and acts as a mentor figure for a while. I was actually fully expecting that to be the case in Veilguard when we were told that Varric recruited Rook out of their faction. Well, he did, but I would have liked to have seen it! Alas, we shall do so here!

 

Exploring the Shadow Lair

After the conversation, we get to have a quick look around the Shadow Lair before leaving for Dock Town. This serves as the Shadow Dragon's general exploration and interaction tutorial, where we get to see just how much love was put into crafting each encounter and interaction.

  • We can talk to Maevaris and Varric some more and learn about the former Magister's past and her motivation behind what used to be the Lucerni. She is not, like, going to tell you her life story, you don't really know her that well, but this serves as a moment to pry some additional information out of her. And this is where we'll see the return of persuasion checks into the Dragon Age series! Yes, you can actually level charisma again, using it to unlock certain outcomes and extra dialogues. In this particular moment, we notice that Varric and Maevaris seem to be quite close. With high enough starting charisma, which we could have determined in the CC, we learn that Maevaris and Varric are actually quasi-related through the latter's late cousin, Thorold. They were due to marry but he died before it could become anything official. Still, everyone in her circle treats it as a true marriage, and Varric is all too happy to count her in his family.
  • We can talk to the Viper and learn, well, not really more about him specifically, but definitely more about the overall state of Tevinter's other cities. We learn that even the Antaam-occupied cities still have Tevene agents infiltrated on the inside, including some Shadow Dragons who try to halt the Qunaris' progress by ways of subtle subterfuge and the passing of information.
  • We can meet Lorelei, one of the Shadow Dragons' main merchants and suppliers, and learn about her being one of the city elves Loghain sold to Tevinter all the way back in DAO. She will give a few remarks on how the Hero of Ferelden dealt with the Alienage and how she and King Alistair made it a better place from all she heard.
  • We can have a bit of a look at the Undercity itself and just see how much of a poor and dark place it is. This is the gutter, no, this is below the gutter. The people here wish to disappear. They are miserable, most of them have given up hope. The Shadow Dragons are the only ones who actually care about and provide for them. 
  • Since the Undercity is below modern Minrathous, we can see traces of ancient elven architecture on display, including mosaics and frescoes. One particularly ancient and nearly indistinguishable one depicts a group of elves fighting a high dragon. Whatever could this mean? Hmmmmmmmm....

 

Entering Dock Town

Dock Town is pretty much right above the Shadow Lair, the gutter above the actual gutter. The entrance to the Shadow Lair is quite hidden with enchantments, known only to Shadow Dragons and their associates.

Dock Town is going to stay pretty similar to what we see it in the game. If there is one place in Minrathous where everyone could mingle without being necessarily immediately prosecuted, though it does still happen when the Templars have it out for you. However, there will be two major changes. The first is that, in addition to the perpetual rainfall thanks to the magic keeping the Archon's Palace aloft, Dock Town is also kept in perpetual shadow. Partially from the Archon's Palace, partially from the high towers and castles around it, Dock Town is just designed, with full intention, to feel like the district of the poor. The atmosphere is gloomy, but those who live here found a way to exist, especially by forming close bonds, not able to afford being all too choosing. And then, there is the other major change: slavery is still a thing. Yes, surprise suprise, the slave-trading capital of the slave-trading nation, notoriously known to the rest of Thedas as the nation that has slaves, has slavery!

Dock Town is…well…a place where ships dock. That includes ships of slave traders and prisoners of war. Tevinter is still locked into a war with the Qunari, so there will be a lot of that reflected in the environment. As we walk through Dock Town, we see guards on high alert, slaves and prisoners being led away in chains. We’re doing some important environmental storytelling here that lets us know exactly why Tevinter is a place that needs to be liberated and changed so desperately.

 

Meeting Neve Gallus

We find Neve Gallus at the Cobbled Swan, a tavern gloomy like everything else in Dock Town. We find her watching a wisp-powered performance, where Cida Ciconia sings a newly-written song about a Magister who lost all his fortune to a poor but clever thief. Even in Dock Town, magic is everywhere, as Minrathous is the most magically-powered city in the world. Let's reflect that whenever and wherever we can.

We're playing quite a young and well-read Mercar, so our dear Verus has definitely heard of some of Neve's cases before, particularly the one involving her and a group of Venatori trying to summon some kind of ancient demon below Minrathous (as can be read in Tevinter Nights). In this instance, we can choose to be rather geeked out by her, to which Neve responds with mild indifference. Right here, we can see a small change to the Neve we got in Veilguard. This Neve seems, at first, to be even colder to us, completely unwilling to form any manner of friendly bond. This is a first impression but there is more to it, definitely more!

So Neve tells us that a huge part of Dock Town was closed off for a great event, a former small coliseum that hasn’t been used in decades. Coincidentally, several unpurchased slaves and prisoners of war are being dragged into that area. And here we can see that, whenever Neve talks about her case or pursuing the Venatori, something in her changes. She gets more passionate and livelier, especially when the conversation centers around Venatori.

Neve has a good lead to assume that the Venatori are somehow behind this because of course they are. She gives us a recap on what the Venatori are and how she had multiple run-ins with them already. She is to be absolutely certain that Mercar can be trusted as they will need to work together on this. In response, Verus shares his side of the information, that his father, Charon Mercar, who is also a respected Legatus, oversaw a strange pattern in how many prisoners of war and masterless slaves, primarily from places like Ventus and Carastes, Qunari-conquered cities, have simply disappeared, and how surprisingly many military vessels have been transferred to Minrathous. Since Neve is an investigator, it’s fun to make this part of the journey truly feel like a crime mystery.

Once all information has been shared, Neve declares that it’s time to go.

 

Approaching the Coliseum

Neve takes us across Dock Town’s roofs towards the closed-off area of the coliseum. There, we see just how massively guarded it is. The official excuse for all this is a military rebuilding operation. Horrifyingly, this is much closer to the truth than we realise. There are Imperial Templars and Legionnaires patrolling the outskirts, so we have to find our way in.

Neve directs us to a secret hiding spot, where we meet Tarquin, an Imperial Templar working for the Shadow Dragons. Not even he knows exactly what’s happening, but something big is definitely going on. We don't know Tarquin yet, only that the Viper contacted him and Neve to work together on this. And work together we shall, but a little disagreement arises. While Neve is all about approaching the Coliseum in a stealthy manner by sneaking through the darker, more ruined parts and observe the proceedings from upstairs, where no guards would hinder them, Tarquin suggests hiding in plain sight that would allow us a closer look at everything. Which is why he got us military mage gear.

There are two options before us: do we sneak in from above and observe from the shadows, or do we disguise ourselves as Templars and participate in a more open manner? This right here gives us another choice regarding Mercar’s way of doing things:

  • Follow Neve and observe the proceedings from above, quietly gathering the information you need.
  • Follow Tarquin and disguise yourself as an attendant, getting a much closer look at the proceedings.

So I’m feeling a little brave right now. I think my Mercar would try to do the bold approach to get better results, even if it means a higher risk. For this playthrough, I’m choosing to follow Tarquin and let myself be disguised. Neve begrudgingly follows along.

 

Entering the Coliseum

A few minutes later, Mercar, Neve, and Tarquin approach the Coliseum gates in disguise. Tarquin wears his Templar armour, while Mercar and Neve are dressed as mages of the Legion.

Once we enter the arena, we have the chance to explore it for a little while. Doing so allows us to encounter the following:

  • We can have an early chat with Magister Zara Renata, who will, of course, be very relevant later, along with her lackeys Felicia and Calivan, all of whom are prominent members of the Venatori. Neve knows about them from her tireless research into the Venatori. And Felicia's brother, Livius, was of course widely responsible for carrying out Corypheus' will at Adamant Fortress.
  • We may encounter Magister Bataris, alongside his son Albin and get early hints of just how far the Venatori corruption runs, as Bataris talks about having a meeting with the Knight-Commander later.
  • If we make a good enough persuasion attempt at the Templar Captain guarding the entrance to a basement, we shall enter it and discover the prisoners and slaves intended for some heinous affair. Here, and only here, if we perform this correct dialogue choice, and being a human mage, unfortunately, certainly helps here, we get to see that our father, Charon Mercar, is among the imprisoned. And the worst of it all? He doesn’t even recognise us. Actually none of the slaves and prisoners react in any way, as all of them seem to be under some sort of spell. As we look closer, we can see that all of them have strange spiked collars around their necks, filled with crimson-glowing blood. This is blood magic that keeps them entranced. If we want to risk it, we have time to break our father’s collar and ensure that perhaps, he can escape. So we do just that. Neve knows exactly what these things are: slave collars from Ancient Tevinter. But they were outlawed centuries ago for being too cruel of a controlling mechanism, even for Tevinter's standards. Well, "outlawed" with big quotation marks around that word. Tevinter is the land of very closed doors after all.

 

The Imperator

Following our exploration of the Coliseum, we get streamed into a crowd of onlookers as the Imperator of Tevinter’s legions, the Supreme Legatus himself, Magister Aemilianus Laskaris, enters the centre of the arena.

We know from DATV that Tevinter has an Imperator, and the Imperator is not the same as the Archon in this context. While the Archon is the overall ruler, the Imperator is the highest military commander. Think of this guy as Tevinter’s version of Loghain or Gaspard. Laskaris also happens to be one of the loudest voices responsible for forcing the Lucerni out of the Magisterium.

Laskaris delivers a speech in which he proclaims just how atrociously Tevinter is faring against the Antaam. Here we get some early insight into the fact that a large chunk of the Qunari army broke off from Tevinter and is now bearing down on Antiva and Rivain. We don't get an Antaam that abandoned the Qun here. No, instead, all of this is the Arishok attempting to seize as much territory as he can. But even against this smaller Antaam army that still wages war against Tevinter specifically, the Legions are failing.

Laskaris cites lost cities such as Ventus, Carastes, and Neromenian as evidence for the desperate situation Tevinter is now facing. Therefore, something must be done. Something drastic. He presents, to the gathered onlookers, the Salvatio Initiative. Basically, all unpurchased slaves and prisoners of war are to be given to Tevinter’s legions, where Laskaris and the Legates serving under him will perform blood magic rituals to turn them into mindless but ravaging soldiers against the Antaam. Dangerous cannon fodder essentially. He will use tonight’s demonstration to convince the gathered members of the Magisterium to pass a law that will officially permit Tevinter’s legions to use blood magic. Well, we know, Tevinter has always used blood magic behind the aforementioned closed doors, but this will mean that all safety measures are off, all precautions, all careful attempts at hiding it. And the worst part is: since slaves are considered nothing but tools, it won’t even be seen as unethical by the large portion of conservative Senate members. And prisoners of war? Qunari? Who cares about them anyway, right? This is the darkness and true corruption permeating Tevinter. This is exactly why the Shadow Dragons exist to bring the light.

Laskaris then ascends to a viewing platform above the arena. Several doors open and he directs all slaves and prisoners to be brought forth.  They are all wearing the blood collars. Upon the Imperator’s command, him and several blood mages under his leadership, activate the collars and turn the slaves and prisoners into an absolute frenzy. A battle erupts in which the sheer destructive power of the now-mindless fighters is demonstrated.

Mercar now has a choice to make, and it is the biggest one there is in the prologue:

  • Do we stealthily fight the blood mages and try to rescue the innocent mind-controlled people without blowing our cover? We do, however, risk our father dying.
  • Do we rush in headfirst and challenge Laskaris directly, saving our father but maybe dooming more innocents and risking exposure?

Do we put our personal emotional interest above the greater good or vice versa? Well, because we broke our father’s collar earlier, we can at least assume that he’s going to be able to fight for himself with a clear head, so let’s focus on the blood mages in a stealthy manner.

Neve and Tarquin quickly take us behind the scenes as the crowd watchers in apt interest. There are seven blood mages, including Laskaris, who need to be dealt with. This serves as our combat tutorial as well as the party-of-three format. Since all blood mages are in elevated areas above the onlookers, we can engage them without alerting anyone. First, we jump into a group fight where we take out Laskaris' six blood mages. 

Once they are dealt with, we sneak right up to Laskaris and try to either knock him out or backstab him altogether. This results in the same outcome but tells a lot about Mercar’s personality. Do we kill this guy and end it now? Or do we try and incapacitate him so that he can still be of use for the future?

Regardless, Laskaris sees it coming. He casts a spell on us and throws us into the arena, gliding down himself. What follows is a solo boss battle against the Imperator. It’s a tough battle, one that we are logically meant to lose. If we get Laskaris down to 0HP, miraculously so unless we play on Storyteller mode, the cutscene will slightly change but the outcome remains largely the same.

Laskaris lashes out and wounds us, causing us to fall down, bleeding, losing our mask, exposing ourselves to Laskaris, while the slaves and prisoners stage a mad revolt around us, forcing the gathered magisters and Venatori to flee the scene. But because we freed our father from his collar, he comes rushing in to save us, engaging Laskaris in a one-on-one duel. Despite “only” being Soporati, he puts up quite a fight with his huge two-hander. We want to help him, desperately so, but we are just too weak. Laskaris is impressed by Charon’s strength, but ultimately, deals him a mortal wound. Just before Laskaris turns to finish us off, he is struck in the shoulder by…Bianca!

Varric steps into the fray and fires off a row of bolts against the Imperator, allowing Neve and Tarquin to take us away as we pass out. As they do so, the Viper appears and casts a spell that shrouds the whole arena in fog.

 

Back at the Shadow Lair

We awaken in the Shadow Lair and are greeted by Varric. It turns out that he was using this whole mission to assess us from the background, to determine if we are the one he’s looking for. And he decides that, yes, we are. Laskaris, the Venatori, all of this is just one puzzle piece of something much greater. We can press Varric on what this could possibly be, but he won't tell us just yet. Instead, he lets us know us that we should disappear. And he might just be able to help with that. We can be incredibly outrageous about this. We just discovered the biggest plot to endanger slaves ever since the Magister Sidereal tore open the Veil to reach the Golden City! We can’t just leave right now to pursue something we don't even know about!

At this point, Maevaris joins us and agrees that Mercar has to disappear for a while, now that Laskaris knows who we are. We can’t be seen with the Shadow Dragons for the time being. Doing so would just endanger the whole cause.

Reluctantly or readily, that depends on our personality, we concede that there is sense in Varric’s words. Varric advises us to adopt a codename as well, like so many agents of the Inquisition did back in the day. He jokingly suggests "Rook" given how we just went for the greatest danger in a straight line. We laugh but accept.

Afterwards we get a final chance to talk to the members of the Shadow Dragons before we depart, and get a last look at the Undercity. Neve returns to Dock Town to keep an eye on Laskaris and the slave rings, as well as search for any Venatori ties.

What follows is a cutscene where Rook and Varric depart the Shadow Lair and leave Minrathous altogether. One last time, Rook looks at the city he swore to fight for, then turns around and follows Varric into the unknown.

Notes:

And that's a wrap on Chapter 2, and our pitch for a potential Shadow Dragon-centric origin story. Do I claim it to be perfection incarnate, the definite path BioWare should have taken? No, of course not, that would be rather preposterous.

This is still meant to be seen as a just-for-fun creative writing exercise on what could have been had there been less behind-the-scenes drama.

Next time, we shall head to the Anderfels and explore the Grey Warden origin story! Looking forward to seeing you there.

Find this chapter on Tumblr: https://www. /drakorn/768165033773580288/rewriting-veilguard-part-2-the-shadow-dragons?source=share

Chapter 3: Prologue - Part 3: The Grey Wardens

Summary:

We take a look at what an origin story for a Grey Warden Rook might look like.

Notes:

And here we are once again! As promised last time, today we're taking a look at the origin story of a Rook who's part of the Grey Wardens. If you have been reading up until now, thank you! I hope you enjoy reading it as much as I enjoy writing it.

Once again, I would like to add that my rewrite is far from perfect. I don't pretend to be some kind of game-writing god, no no no. This is all in good fun.

So then, let's jump in!

(See the end of the chapter for more notes.)

Chapter Text

Prologue

Part 3 - The Grey Wardens

 

 

Now that we have dealt with the Shadow Dragon origin story, let us move on to the Grey Wardens. And here, we are going to have some fun because boy do I have ideas for this one.

The Grey Wardens were kinda the faction I wasn’t necessarily looking forward to playing at first, and there’s a reason for that. You see, we already played a Grey Warden in DAO, and I actually like each game’s protagonist being someone very different. However, when I think about it now, there is some narrative logic to it. If DAV truly is the last Dragon Age game (which is very up in the air right now), it makes total sense to have this choice to bookend the story. You started as a Grey Warden, and now you’ll finish as one. Plus, with the Blight giving us its last hurrah in this one, it only makes sense to put the Wardens in a more prominent position once again.

So, without further ado, let us jump into the Grey Warden origin story!

 

Creating Rook

Let us now return to the starting menu. Let's say we're some kind of completionist player who wants to first play through all six origin stories before choosing which one fits us best. Just like in DAO, ey? So, this time, we click on the Grey Warden tarot card. The small snippet reads as follows:

“You are a Grey Warden. An ancient military order sworn to battle the ever-present threat of the Darkspawn, the Wardens undergo secret, unbreakable rites that grant them supernatural powers against the Taint. As the last surviving member of the Dornen outlaws, you joined the order after a passing Senior Warden invoked the Right of Conscription at your execution and gave you the chance to fight another day. But what you will do with it, that is up to you.”

Right there, we have a great canvas to paint with when it comes to sheer roleplay. We are a former criminal, the last survivor defence of a group known as the Dornen. Our group wasn’t, like, evil, but we were enough of a presence in the area in and around Hossberg to cause some proper trouble. The Anderfels is a dangerous land, the most dangerous one in Thedas. People don’t live, they survive. This means that many turn to unlawful ways to make ends meet. But being a former outlaw beautifully lines up with the theme of second chances the order gives to so many people.

In DATV, our Warden’s name is Thorne. “Dornen” is the German word for “Thorns”. The Anderfels’ linguistic and etymological side is mostly based on German (“Anderfels” meaning “Other Rock” or “Weisshaupt” meaning “White Head”). So wouldn’t it be a fun idea if “Thorne” isn’t really the Warden’s last name but just the name they ended up going with? They arguably never knew their family name and the Dornen were as close to one as they could have gotten.

Unlike Mercar, your racial choice won’t really have that much of an impact here as the Wardens accept everyone into their ranks, as long as they can fight. However, if you choose to be a Qunari, it will add a few unique dialogue lines about how few Qunari there are in the order. You are probably one of the only ones.

For this hypothetical playthrough, we shall pick a dwarf warrior by the name of Magor Thorne.

Alright, so we just generated our Thorne, and now we get to hear Varric’s Grey Warden-specific opening narration. We get a series of those beautiful tarot-styled illustrations with Varric’s voice telling us what’s been happening with the Wardens for the last decade. The Wardens in the North specifically have been all gradually returning to Weisshaupt Fortress, by order of the First Warden himself. They have become much more reclusive and secretive than they already were and are sharing practically nothing with the outside world. Something’s definitely going on. And Varric thinks it might be part of something larger. And the order also happens to be the place where he hopes to find the right person for whatever mission he has planned.

 

Weisshaupt Fortress

And now, for the first time ever, we get to see Weisshaupt Fortress in all its glory, a gigantic fortress carved into the very mountains, the great headquarters of the Grey Wardens that withstood for over a thousand years.

I really like the way Weisshaupt is portrayed in Veilguard, my only gripe is that we never get to actually properly explore it. I was…surprised by that, actually. There could have been at least one mission where we got to see it before the Darkspawn Horde attacked. So what better way to explore Weisshaupt than have it be part of the Grey Warden origin?

This is place filled with such incredibly rich history. Just imagine, it has existed since the First Blight, an event older than the Chant of Light. This is an absolute field day for lore enthusiasts such as myself.

As soon as Weisshaupt appears, we get a grand reprise of Inon Zur’s main theme from DAO, establishing it as the Warden leitmotif. Now that we are able to properly play as a Grey Warden again, we are just eased back into that feeling. We might not be playing the Hero of Ferelden anymore, but we can definitely bring back the heroic feeling. Music is such an important part of storytelling, it’s insane how much a well-chosen theme can do.

 

Meeting High Constable Janos

Thorne arrives at Weisshaupt after a recent patrol through the mountains, and we are greeted by High Constable Janos, the second-in-command to the First Warden. For some reason that rank never comes up in DATV, so we’re just going to include that here.

Here, we’re going to establish that Janos was the Senior Warden who invoked the Right of Conscription during our execution all the way back in Hossberg years ago. But why would the Right of Conscription even work in a time without the Blight? Well, this is a fair question for any other nation than the Anderfels. But the Anderfels is constantly threatened by darkspawn incursions, making it the only nation where the Right of Conscription still holds weight without a Blight. Given how the First Warden is often seen as an advisor to the King/Queen, one can also say that the Wardens’ whole “no politics” spiel doesn’t really apply in the Anderfels, either.

And why did I choose Janos? Well, he is a character from the actual game, but all we ever see is his dead body. Nevertheless, we still get the impression that he was important and heroic, someone who could be relied upon. So, in this rewrite, he gets a big fat promotion to NPC.

Janos informs us of an upcoming mission, assigned by the First Warden himself. Thorne is to meet him, Janos, and a few others in the war room later that day. It is something quite urgent.

 

Exploring Weisshaupt

Before we head off to the war room, we get a chance to properly explore Weisshaupt for the first time. And there are some interesting things to be seen and done here:

  • Thorne can walk in on a recruit training session hosted by Davrin. Yep, if we’re a Grey Warden, we get to meet Davrin a little earlier than every other origin. We won’t know anything about his secret griffon mission yet, so for now we just meet him as a trainer. We learn that Davrin and Thorne joined the Wardens at roughly the same time and initially disliked each other due to their different pasts. But over the years, they grew to a mutual understanding since that’s just what being part of the order does to you. In this encounter, we get to train the recruits with Davrin for a short while, even do a sparring session between the two of us. This can server as this origin's combat tutorial.
  • We come across a few recruits who are yet to undergo the Joining. From this scene, we learn that there hasn’t really been a great influx of Wardens recently as people just don’t see the necessity. And Adamant Fortress still hasn't been forgotten by many. The recruits know about the Joining already, so we can either reassure or prepare them for the possibility of dying.
  • We learn from the general chatter as we traverse Weisshaupt that many of the older Wardens are getting ready for their Calling. Since there’s such an unusually high number this time, they are organising something akin to a group exodus into the Deep Roads. From the same chatter, we also learn that there has been a staggeringly smaller amount of recruits every year. Some of the older Wardens are worried.
  • We can enter the library and meet Valya from the Last Flight novel. Instead of just leaving the Wardens for an unspecified reason like in DATV, here she stayed, survived her Joining, and has since been promoted to Chamberlain of the Grey, the order’s chief archivist after her predecessor embarked on his Calling. Her role in rediscovering the griffons had a huge part to play here, but we don’t know that yet. She has also entered a relationship with Caronel, who has been promoted to Warden-Commander of the Anderfels. From Valya, who is also in charge with gathering reports from Wardens all around the world, we learn how the Wardens in the South are doing, and it’s quite something. Nathaniel Howe is now the Warden-Commander of Ferelden and operates from Vigil’s Keep, while a smaller garrison holds Soldier's Peak. Yes, all Wardens have been ordered to return to Weisshaupt, but Ferelden is an exception to this summon as the First Warden deems Amaranthine being an actual Arling, and two Grey Wardens ruling the country, one of them being the Hero of Ferelden (though she hasn't been seen in a long while) as too valuable of an asset to just drop. The same can’t be said for Orlais, though, as we learn that the Orlesian Wardens, currently led by Stroud, have fortified the Warden stronghold outside Montsimmard and are currently acting as peacekeepers and monster/demon hunters. Bethany Hawke is with him, acting as the Wardens' mage leader. In addition, Thom Rainier is currently overseeing the still-standing Griffon Wing Keep. The First Warden looks at them with disdain for refusing to obey his orders, but he also can’t, in good conscience, declare war upon them as every Warden is valuable.
  • While still in the library, we get to read a few letters sent to Valya. One of them is from Cousland, dating back a few years now, stating that she is close to making progress on how to stop the Calling but that this is the last letter she’ll be able to send as she’s embarking to places where communication just isn’t possible. Another is from Stroud, stating his regret for how things turned out. Here we get some hints as to what happened when he came to Weisshaupt during DAI. Apparently him and the First Warden clashed on ideals, the First Warden insisting on staying distant and secretive and Stroud being in favour of change. The third letter is from Ramesh, the Warden from Tevinter Nights who discovered one of Ghilan’nain's labs and is now searching for the other eleven. The fourth and final letter is a report from Avernus and concerns the progress of his superior Joining ritual.

 

Meeting the First Warden

After exploring Weisshaupt, we enter the war room, where Jowin Glastrum, the First Warden himself, awaits us. Joining us in the meeting are High Constable Janos and Warden-Commander Caronel.

Now, let me make something very clear about the First Warden. I like that he’s old-fashioned and traditionalist in DATV. I think it was very in-character of him to act distant and dismissive towards people outside the order. However, he is also a Grey Warden first and foremost, he has Thedas’ best interest at heart. He isn’t here just because of status and standing, no, he clawed his way up the ranks through valiant deeds. We know that many Wardens in the Anderfels come from noble lines and still have ties to those. While the First Warden is of a noble house, he doesn’t use that as something to flaunt over the Wardens. His idea of having ties to noble families is a strictly pragmatic one: the more ties, the more aid, the more recruits. While he might not get along with outsiders, he absolutely respects the Wardens under his command and, while not always agreeable, would never meaninglessly sacrifice them. He’s harsh, strict, often an asshole, but still a Warden through and through.

The First Warden briefs us on a mission: A strange crack into the Deep Roads has opened near the village of Lavendel, and a darkspawn horde is gathering for a full assault. Wardens Antoine and Evka are already on-site, preparing the defences.

The First Warden orders us to take charge of the village’s defences alongside Caronel. Under no circumstances are we to abandon post. High Constable Janos will arrive with reinforcements to secure our victory. The idea is to lure the bulk of the horde out of the Deep Roads so that we can slay most of them.

We can inquire why Thorne was chosen for this, since our presence alongside the First Warden, the High Constable, and the Warden-Commander is pretty insignificant, to which the First Warden answers that we are very much due to becoming a Senior Warden ourselves, it’s just this one last assignment left until our promotion.

After the briefing, we leave the war room and encounter Davrin again, with whom we can share in our either excitement or humbleness. In any case, Davrin congratulates us on the soon-to-be promotion, claiming how deserving of it we are and how he would have never thought so upon our first meeting all those years ago.

If we wonder why Davrin wasn’t chosen to head to Lavendel, he’ll tease that he has something else going on, equally important, but won’t tell us what it is just yet as it’s top secret (wink wink caw caw).

 

Reaching Lavendel

We depart Weisshaupt and leave for Lavendel, a small but significant village not far away from Hossberg. We take a few newly joined Wardens with us, a group consisting of the recruits we met earlier.

Upon entering Lavendel, we are approached by Antoine and Evka, who have been busy preparing the defences. From the ensuing conversation we gather that Thorne is very well-acquainted with them, similar to Davrin, having shared in many patrols across the Anderfels.

While Caronel takes charge of the mission, he trusts our judgment on matters as it is our time to prove ourselves further in the eyes of Weisshaupt. High Constable Janos leaves you be now and heads off to prepare the reinforcements on the other side of the hills.

In the distance, a faint dark red cloud indicates the approaching darkspawn.

 

Preparing for Battle

Before the darkspawn assault begins, we have the chance to explore Lavendel a little and engage in its defences. During this short segment, we have a few encounters to experience:

  • Naturally, we can talk to Antoine and Evka and reflect on some of our past adventures together.
  • We can speak to the new Wardens we’re supposed to co-lead with Caronel, either inspiring them or telling them to be realistic and not too hasty. It’s obvious many of them joined because of the heroic notion surrounding being a member of the order.
  • We can encounter Mila and her father Holden, Lavendel’s blacksmith. Yeah, I haven’t made them occupants of Weisshaupt just yet, you’ll see why in a bit.
  • We can inspect the defences, which boil down to barricades, a few ballistae, and, of course, the Warden stronghold just outside the village. If we explore enough, we see a very large and loose rock on a jagged edge right next to Lavendel. Maybe this will be useful later? Since we took the extra time to look around, we can now have that in the back of our head. We can also spot a crack in the stronghold’s basement and encourage quick repairs to be made.
  • We can speak to Caronel and share in thoughts about the coming fight. All of us Wardens can sense the approaching darkspawn. Caronel isn’t too worried as it’s just a minor skirmish, albeit with a larger-than-usual horde. And why worry? We’ve got Janos swooping in with reinforcements. We can talk about Caronel’s promotion to Warden-Commander, which was very recent.

Before we commence the battle, there is one big choice to be made about our position and that of the villagers. While Antoine and Evka suggest to pull all Wardens and villagers into the stronghold and brave the storm there, Caronel would rather only keep the villagers in there while us Wardens head out into the open and prevent the darkspawn from getting to them in the first place. We don’t really have enough Wardens to divide, so we must make that choice now:

  • Send both the Wardens and the villagers into the stronghold and fight on close and narrow ground. The villagers are at risk from getting into the heat of battle, but the Wardens will be close by to defend them.
  • Send the villagers into the stronghold and let the Wardens fight in the village itself. While the villagers will be more vulnerable in terms of sheer distance away from the Wardens, the darkspawn is less likely to even get near them.

We choose to evacuate the village, and ourselves, into the stronghold. We feel confident but would rather keep our charges close to us. Being a former outlaw in the Anderfels has taught us how one should never leave their goal out of sight. Our aim is to defend, not to gloriously destroy. This shows us that Thorne is willing to cast the pride of glory aside and choose an arguably safer path.

 

An Old Friend

Our decision made, we deliver a short speech to the villagers, instructing them to head into the Warden stronghold. We shall follow suite immediately and position ourselves on the walls and in the courtyard. Since we’re familiar with the darkspawn’s habit of digging tunnels, we’ll make sure the basement is accounted for as well.

Once the villagers and Wardens head to the keep, we are approached by a most familiar face: Varric Tethras. This is certainly a surprise. While we’ve never met him in person, we’ve certainly heard and read about him. Varric says he was passing through on an errand of his own and figured he might as well aid Lavendel’s defences with Bianca. While we can question the sincerity of this statement, we can use any help we get.

Varric comments how many Wardens would seek out the more daring and glorious path and is pleased to see that we’re not one of them.

 

The Battle of Lavendel

Right so we’re all hunched up in the fortress, and the atmosphere is intense. Now, all of us sense the evil just outside our doorstep. The crimson cloud is directly above us. Everyone looks to Thorne and Caronel for leadership while Antoine and Evka keep morale up. Varric, while being easy-going, is very much battle-ready now.

The darkspawn slowly creep through the village like a dark carpet of disease and corruption. We hear the deafening screeches of shrieks in the distance and see various hurlocks and genlocks make their way between the buildings. At this point, a thought comes to us, one we share with Caronel. Holy shit, that’s a lot of darkspawn. And no sign of Janos yet. Where is he? Where are the other Wardens? Surely this can’t be less than the bulk of the horde yet. This is almost like a new Blight.

A horrifying notion grips us and we quickly sense into the Taint for any signs of an Archdemon’s song. To our relief, we hear nothing. The relief is short-lived, however, as the darkspawn reach the stronghold and send in a wave of shrieks to scale the walls.

We engage in a properly gritty fight against the darkspawn and can make use of several ballistae on the battlements. But we quickly realise that this place is just not at all well-prepared. Antoine and Evka’s pre-defences, alongside our inspection, are all that’s keeping this place from being overrun. Why is this in such a shoddy condition?

We then hear fighting from the basement. Ah, so the darkspawn did attempt to dig through. Good that we halted their progress by mending that crack, giving us time to respond.

We head into the basement and confront some hurlocks and genlocks. After the skirmish, we sent several grenades into the tunnel below, causing it to collapse without damaging our infrastructure too much.

Returning to the courtyard, we see something strange. A few of the shrieks have reached a group of villagers, but instead of slaying them, they’re trying to abduct them alive. While this wouldn’t be strange if all villagers were female, given that darkspawn need broodmothers to multiply, they are taking the men, too. What…?

We make short work of the darkspawn, and at this point, some of our newly joined Wardens have fallen, but only the Wardens. Now would be a really good time for Janos to show up.

At this moment, we hear loud dum, dum, dum. Huge footsteps approach. We look at each other and have all the same reaction: Ah shit.

The gates to the courtyard break down and a huge ogre walks in, accompanied by emissaries. Oh boy, here we go. Now would be a really good time for Janos to show up!

We take down the ogre and the emissaries with great difficulty, and see that another large influx of darkspawn follows. After dealing with those, the fighting ceases for a moment.

We head to the battlements and see another group on the outskirts of the village. Then we remember the huge loose rock. Oh yeah, baby.

We quickly load up a ballista and aim across the village, towards the jagged cliff. It takes three shots for the edge to become lose enough, but it works. The huge rock collapses upon the newly approaching darkspawn horde, squashing them all beneath, but taking some of Lavendel’s houses with it.

The triumph is short, however, as we can still sense the Taint in our heads. Further away, past the outskirts of the village, we can already see a new horde of darkspawn amassing. And still no sign of Janos.

We gather a quick emergency meeting between the Wardens, and some start speculating that…Janos might not be showing up. Antoine and Evka are of the same belief, while Caronel holds on to the hope that reinforcements are on their way. Why wouldn’t they be? Wardens stick together.

But what about us? What do we believe? Janos personally recruited us all those years ago, he personally saw to our training. Why would he…but where is he then? Why isn’t he coming? Maybe he was held up? But by what? Was there another darkspawn horde on the other side of the hills? But why can’t we sense them? In fact…why can’t we sense any other Wardens in the immediate vicinity aside from us?

Wherever Janos might be, we have to hold out on our own. But if the darkspawn keep coming, we won’t hold out at all eventually. And if the Wardens die, the villagers will be…what exactly? Killed? Or taken? No villager has died so far. Why is that? What’s going on here?

Eventually, Thorne concludes that if we are to survive, we must seal that damn entrance ourselves.

But how will we go about this? Do we take all Wardens with us, or just a few?

  • Take all Wardens to the Deep Roads entrance. The villagers are exposed but the darkspawn may be largely drawn to us given that they haven’t even as much as injured anyone else yet.
  • Take Antoine and Evka and leave Caronel and the other Wardens with the villagers.

No matter what we choose, we are going against the First Warden’s orders to not leave Lavendel under any circumstances until reinforcements arrive. And at this point, if we are to survive, we have no other choice. We tell Caronel and the other Wardens to secure the villagers’ retreat from Lavendel, while Thorne, Antoine, and Evka head off to seal the entrance to the Deep Roads. Caronel is hesitant at first but comes to agree with you. In Death, sacrifice, true, but the sacrifice has to mean something. Varric offers to accompany us but since he’s no Warden, we refuse. He’s more useful with protecting the villagers without risking getting instantly blighted.

 

Approaching the Crack

With Antoine and Evka at our side, along with several grenades from the stronghold, we head across the dark hills. A few darkspawn break off from the main horde and try to stop us, but we make short work of them.

After a few short skirmishes, we reach the entrance to the Deep Roads, a very steep crack located between two rocky hills. It is guarded by two ogres. The rest of the horde have already departed for Lavendel. It’s now or never. We might be fewer but two ogres…we can take them. Maybe.

We throw ourselves into a fight with the two giants and slay them after exchanging some fierce blows.

Now that we have a short breathing moment, we must quickly go about sealing that entrance. However, looking at it reveals that we can only collapse it by doing so from below. No use doing it from up here. But this action would cause the Warden who does it to be trapped.

We look at Antoine and Evka and order them to give us the grenades. They initially refuse but we remind them that as Warden Thorne, we have been given charge of this mission. It’s either us or no-one. We take the grenades and bid farewell to our second-favourite Warden couple, ordering them to return to the others. We then recite the oath of the Grey Wardens between us. “In Peace, Vigilance,” says Antoine. “In War, Victory,” says Evka. “In Death, Sacrifice,” says Thorne.

 

The Deep Roads

We descent into the cavern and find ourselves immediately struck by an overwhelming sense of the Taint. There are more darkspawn here, and they are coming.

We quickly go about preparing the grenades, when we are suddenly stricken by a strange sense. It is similar to the Taint, but also different, almost…purer. Suddenly, we become incredibly aware of the cavern around us. We can sense each layer, each type, each consistency. We can sense hidden passages, the tunnels the Darkspawn are digging right now. And we feel…whole, strangely so. And this is only something we experience if we picked a dwarven Thorne, for we are experiencing Stone Sense.

At this moment, a figure approaches us from the dark. We look up and see a tall, cloaked being, wearing dark armour that we can’t recognise. We can definitely sense the Blight in it, but it’s…weirdly different in a way we can’t describe. The figure has veins of lyrium writhing all around its form, red lyrium.

It speaks to us, but we can only hear its voice in our head. It asks us to stop, to let be done what must be done. When we ask who and what this thing is, it simply refers to itself as “The Emissary”. While the Emissary won’t tell us exactly why it wants the villagers, it hints at a great and regrettable mistake that has to be rectified before it’s all too late.

Being the Warden we are, we attempt to still go through with our grenade plan, but the Emissary casts a spell of pure, raw magic on us, causing us to be knocked against a wall. But we refuse to go down fighting and challenge the Emissary to a duel.

Similar with Laskaris in the Shadow Dragon origin, the Emissary is a fight we aren’t meant to win. But if we lower its HP to 0, the cutscene will be a little different.

In our seemingly dying breath, we hurl the grenades against the weakest parts of the crack, which we can clearly determine due to our Stone Sense. The Emissary retreats into the dark as the rocks descend upon us, sealing the Deep Roads off of Lavendel for good. All turns black around us.

 

Saved

But strangely enough, this isn’t the end. We wake up back in Lavendel and see Varric. He says he followed us in secret as he had a feeling we might be needing assistance. When Antoine and Evka showed up without us, he increased his pace and the three made it just in time. Varric climbed down and found us in the rubble, saving us from certain death.

Antoine and Evka join us and profusely apologise for leaving our side, despite us ordering them to do so. Well, it seems the Wardens in general have a feeling for disobedience as of lately.

When we inquire about Lavendel, we are told that everyone is safe and none have been taken. This is because of the time we took to explore the place before the battle. By sealing the basement and collapsing the great rock, the darkspawns’ numbers were too few for what came next.

But…what came next? We find out the moment we walk outside.

A whole entourage of Wardens hurry about Lavendel. The reinforcements arrived after all. Or so we think.

High Constable Janos and the First Warden approach us. When we remark on the lateness of the reinforcements, the First Warden orders us imprisoned. What? Why? For disobedience, of course. We see that Janos is uncomfortably silent during this exchange.

But we saved Lavendel. We repelled the darkspawn horde and sealed the entrance to the Deep Roads. What could he possibly be so mad about? It can’t just be about disobedience, right?

Well…as we slowly, horrifyingly learn from the conversation, Lavendel wasn’t meant to survive. All who were there, Wardens and villagers alike, were supposed to fall to the darkspawn.

Here we get the context: the Calling has been manifesting in more and more older Wardens. At the same time, Weisshaupt is receiving fewer and fewer recruits. This combination will eventually have the effect of the order facing extinction. And outside the Anderfels, the Right of Conscription means less than nothing now. The world has grown complacent in a world without the Blight, even though the recent one has only been twenty years ago. And the Anderfels doesn’t have a large enough population to feed the ranks on its own.

By using this abnormally large darkspawn horde, letting it consume villagers and Wardens alike, the First Warden hoped to convince the nobility to encourage greater recruitment again. It can’t be a coincidence that the Calling has been manifesting increasingly more frequently now.

But Thorne has been a thorn in this plan’s side and ensured that the First Warden’s plan backfired spectacularly.

Shocked, we turn to Janos and ask him if he was aware of this. Yes, he was. In Death, Sacrifice. In War, Victory. And the war isn’t over as long as Razikale and Lusacan still slumber beneath the surface.

Caronel has been stripped off his rank as Warden-Commander of the Anderfels and Antoine and Evka will be assigned to very far-away duties for the foreseeable future. Thorne, however, as the instigator of this chaos, is to be tried for disobedience.

This is where we can lash out, accusing the First Warden of having lost his way. We can also add that Lavendel’s villagers wouldn’t have died anyway as the Emissary wanted to collect them. When we tell the Wardens of what we saw beneath the surface, the First Warden, as we would assume, does not believe us, assuming we’re using this as a convenient excuse to paint ourselves in a more heroic image. Janos, however, knows us, so he isn’t so sure.

At this point, Varric chimes in and argues against trial and imprisonment, stating it as just a waste of effort. Instead, he offers to take Thorne away for a matter of great importance. The First Warden objects, stating that Weisshaupt’s affairs are to remain its own. Janos, however, in a change of tone, takes Varric’s side. Whatever Thorne’s reasonings are, one can’t deny that we are a true Warden. NO matter the disobedience, we fought against the Blight and won. The Hero of Ferelden and Alistair constantly meddled in politics to win against Urthemiel, and they are seen as living legends. Stroud disobeyed Clarel's orders, which is why the Wardens in the South are not all dead now. There will be other opportunities to gather more recruits, but we do not deserve a trial for doing what we joined the order for.

The First Warden eventually relents. Remember, he is still a Grey Warden, with Thedas’ best interest at heart. Him doing this whole Lavendel thing was him acting out of desperation to keep the order alive in the long run. The morality is incredibly questionable, he’s definitely an asshole, but he is not heartless. Rather than putting us in chains, the First Warden suspends us from all Weisshaupt duties and instead tasks us with travelling the lands, searching for new recruits until further notice. Dismissed.

 

Leaving Lavendel

When the First Warden leaves, Janos makes an attempt at conversing with us, apologising for sending us into death. We can be either understanding, or angry, or just hurt. Despite our rough exterior, we are hurt because Janos was the one who saved us from another execution in the first place. Janos definitely feels bad about it, but orders were orders. Yeah…orders were orders, we respond.

Varric approaches us and confesses that he’s not here by accident. He’s looking for someone among the Wardens to accompany him on a very special mission of utmost importance. He heard from some of his contacts that Weisshaupt would have fitting candidates. And he is certain he just found the one. What exactly are we doing, now that we’re stuck with him? Varric promises to reveal everything in good time. Now, he would very much like to get out of this place. We can either go immediately or have some final conversations. Being the completionists we are, we of course choose the latter.

  • We can talk to Antoine and Evka and just be glad that we’re all still alive, despite being given rather shitty jobs now. Well, that’s a no on the promotion for now, right? But we’re confident we’ll see each other sooner rather than later.
  • Caronel honestly doesn’t even care about his demotion. He’s just glad he survived and is now able to return to Valya. But if he were still Warden-Commander, he would make us Senior Warden in a heartbeat. Sometimes, one simply has to defy orders.
  • We can talk to Mila, who excitedly announces that her father has taken Janos’ offer to be Weisshaupt’s new master blacksmith, given that the fortress desperately needs one again.
  • The Wardens who were under our command during the battle look up to us in awe and call us a hero and inspiration, no matter what the First Warden says. They actually pretty much despise him now as he was so willing to just let them die.

Once all of this is done, we head to Varric and and half-enthusiastically announce our readiness to depart. Varric smiles and welcomes us to the team. What team? Oh, we’ll see. But he recommends us going by another name for the foreseeable future as the First Warden might just be petty enough to make our life more difficult by telling foreign Wardens or members of the nobility about our streak of disobedience and conspiracy theories. And he has just the one for us. We went into this fight in a straight line, took most of the ire upon us, and dealt the enemy a crippling blow. Just like a certain figure on the chessboard. He gives us the nickname Rook.

Now going by Rook, we head off with Varric. As Lavendel is nearly out of sight, we turn around and look at the gathered Wardens one last time. This…is not how we pictured leaving the order one day. But no, we haven’t left it. We’re just…taking a vacation. With a heavy heart, we turn back to Varric and follow him into the unknown.

 

Notes:

And that’s it for this one! Now we have our Grey Warden Rook origin story. It’s a lot, I know, but the Wardens have a lot of material to work with. And the whole plot surrounding the Emissary will make sense later, I promise.

Next time, we shall be heading off into Arlathan Forest to draft a potential Veil Jumper origin story! Stay tuned!

Find this chapter on Tumblr: https://www. /drakorn/768418493405249537/rewriting-veilguard-part-3-the-grey-wardens?source=share

Chapter 4: Prologue - Part 4: The Veil Jumpers

Summary:

We look at a potential origin story for a Veil Jumper Rook.

Notes:

Hello and welcome back! As promised, today we shall be looking at pitching an origin story for a Veil Jumper Rook. This one is quite interesting as it introduces a major part of the narrative way earlier than the other entry points. What exactly that shall be you'll be seeing in just a moment. Thank you to everyone who's still reading along. Have fun!

(See the end of the chapter for more notes.)

Chapter Text

Prologue

Part 4 - The Veil Jumpers

 

 

The Veil Jumpers are…interesting, the way they are presented in the game right now. At first you might assume they are Dalish, but then they are not, or at least not anymore, because they let anyone join their group. Then they all seemingly know about the true nature of the Evanuris and actively oppose them.

I have to admit, when the one faction that strictly deals with matters of the ancient elves and has the most visible Dalish influence, I expected a bit…well…more Dalish behaviour, I suppose. When I saw how Strife and Irelin responded to the Evanuris returning, I had a bit of a “…huh…” reaction. I expected at least some elves to have a crisis of faith, and Bellara contemplating how horrible this is for one or two scenes (in a quirky way at that) does not really count in my opinion.

So, in the Veil Jumper origin story we are about to experience, we have to tackle the following questions in a satisfying manner:

  • Why do so many seemingly Dalish elves allow outsiders into their midst?
  • Why does everyone apparently know of the Evanuris’ true nature?
  • Why does not a single elf have any kind of crisis of faith upon learning that their gods are evil?

At least one of these questions is going to be answered with “this doesn’t happen in the rewrite." I’ll let you guess which one it is.

So, without further ado, let us experience a potential Veil Jumper origin story!

 

Creating Rook

For a third time, let us return to the CC page that lets us choose our background faction. This time, we choose the Veil Jumper origin, and the little blurb text reads as follows:

“You are a Veil Jumper. This daring group explores ancient elven ruins in Arlathan Forest. Initially founded by the Dalish, they now, albeit reluctantly, accept anyone into their ranks who is brave and cunning enough to face Arlathan’s reality-warping magic. As one of their senior members, you are quite familiar with the preserved lore of Elvhenan and are now entrusted with leading an expedition into the unknown. But will that trust be warranted?”

I think the Veil Jumpers are the trickiest faction to explain the “you can play all races” angle. The Shadow Dragons consist of the oppressed and those willing to fight against tyranny, the Grey Wardens literally cannot afford to discriminate, but the Veil Jumpers? They were, quite probably, founded by the Dalish clans who lived in Arlathan Forest. And if there is one thing, one crucial trait the Dalish are known for across all previous games, is the fact that they really don’t like outsiders. Clan Lavellan was one of the exceptions to the rule.

So, for this rewrite’s version of Veil Jumper Rook, I’m going to do some world building to explain just why everyone brave and cunning enough is welcome to join them. Because all the building blocks are right there in DA lore, we just have to use them.

Let us go back to Tevinter Nights where we meet Strife and Irelin. We know they are from Clan Morlyn, Strife specifically having joined it after coming from a city elf background. We can presume that Clan Morlyn remained in Arlathan Forest to study and combat the wild magic awakening in it. Eventually, however, Clan Morlyn realised they were just too outnumbered against this raw power. So, begrudgingly, they chose to expand. At first, they picked up the straggling remnants of some of the other Dalish clans who lived in or traversed through Arlathan Forest, none of them numbering enough to survive on their own. But even that didn’t get Clan Morlyn the desired effect.

Clan Morlyn started taking in former prisoners of the Antaam (who were deforesting the place a few years ago), but that was not enough. By then, however, they slowly began to accept outside help, even share in their knowledge of the elven past. They looked at Clans Ralaferin and Lavellan as examples of what can happen if the People open themselves up more. While it is risky, it also brings rewards.

Eventually, the Dalish and the outsiders all merge into one large Clan Morlyn, of which several members form the Veil Jumpers, a force of knowledge and protection.

Now, as we know of Dalish naming customs, there is the first name, the family name, and the clan name. Rook’s Veil Jumper name is Aldwir, doesn’t sound very elven to me. But what if Rook’s name is their first name, then Aldwir, and then Morlyn? But how would that work for the different races being all named Aldwir? Well, here’s how we do it: they are all part of the same family. But how does that work?

Early into this expansion of Clan Morlyn, a Dalish woman, let’s call her Itha, and a human man, let’s call him Beldon, met, fell in love, and married. Both had lost their previous spouse and found very common and loving ground. The man’s last name was Aldwir so they chose that one for the new union. Here’s how Rook’s race affects this backstory:

  • If Rook is an elf, they are a Dalish elf, Itha being their biological parent from the first marriage.
  • If Rook is a human, they are the child of Beldon, again, a result of the father’s first marriage.
  • If Rook is a dwarf or a qunari, they are the adopted child of Beldon.

For our playthrough, we shall be taking on the role of a female Dalish elf mage named Ashara Aldwir Morlyn.

So, once we finalise our Aldwir, Varric continues with his narration, pretty much summarising the Veil Jumper backstory I just proposed there. He also emphasises on how perilous and dangerous their expeditions into Arlathan Forest are.  But because of their knowledge to all things Elvhenan, he thinks this is the perfect place to look for the right person for his endeavour.

 

The Veil Jumper Camp

We begin our story in the Veil Jumper camp, and one thing I’d like to establish pretty early on is that the camp is incredibly mobile. It’s been visually alluded to in the game, but I really would like to highlight the use of aravels here, showcasing the faction's Dalish origins.

The opening scene starts with the aravels sailing through the forests, until they reach and make halt at a great lake surrounded by tall trees. In the distance, we can see some amazing elvhen ruins that are surprisingly still more or less intact after all these years.

We’re also going to be immediately made aware of the fact that Arlathan Forest has some strange stuff going on with the Veil as there are just so many floating buildings and other anomalies scattered throughout the woods, the shores of the lake featuring an extensive amount on their own. It is important to point out that, while Arlathan Forest always had odd stuff going on, this amount of reality-warping only started occurring twenty years ago, right after the Fifth Blight had ended. A bit of a clue to something important later.

A note on the lake itself: This is, of course, meant to be the Arlathan Crater, where the ancient Tevinter magisters waged their final battle against the elves before sinking the city into the ground, or so we are meant to believe. I’m going to announce an immediate change right now and say that we are not going to see the ruined capital city of Arlathan here. Because…reasons. Either it’s sunk into the ground, or…well, something else.

 

Meeting Irelin

The game starts with us stepping out of our aravel, because yeah we get one, pretty cool right? Irelin, one of the Veil Jumper leaders, wants to see us. This is our big day, today we begin our expedition, and now we actually get to hear what this expedition is all about:

The Veil Jumpers have been observing a cave on a small island in the lake for a while now. It could lead to the ruins of a part of Arlathan itself, which is still rumoured to be sunk deep beneath the waves. Our first task is to head to D’Meta’s Crossing, get our supplies, gather our team, and head off. This expedition, consisting of three people, shall be led by us, Aldwir, Bellara, one our most accomplished elven historians, and…Merrill.

So, with Merrill, I am approaching this from a very simple perspective: If she’s alive, she’s here. If she isn’t, she just isn’t. But if she is alive, she can have something to do.

Our next immediate goal is to head to D’Meta’s Crossing, where we shall meet Strife and Bellara, who need to give us some additional briefing.

 

Exploring the Veil Jumper Camp

Before we head to D’Meta’s Crossing, Aldwir has the opportunity to do some exploration of the Veil Jumper camp. At this point, we can have the following encounters here:

  • We can encounter Myrion, the mage from Tevinter Nights, who escaped the Antaam along with Strife. He’s now a Veil Jumper and one of those in charge of defending the caravan during travels.
  • If she’s alive, which she is in this case, we can have an early meet-up with Merrill. We learn that she left Kirkwall after the events of Trespasser and wandered Thedas in the attempt to learn more about the Eluvians and the mysterious place known as the Crossroads. We can ask about Hawke, but she’ll be very quiet and sad about him, as he’s presumed dead after the events at Adamant Fortress.

 

D’Meta’s Crossing

So, D’Meta’s Crossing will have a bit of a different role in this rewrite. You see, when playing Veilguard, I wondered how such a village could exist in Arlathan Forest, inhabited by both elves and humans and a human mayor to boot. How is this possible?

Well, thankfully, the worldbuilding we’ve done a little earlier gives us the perfect way out: D’Meta’s Crossing is the settlement Clan Morlyn and the Antaam survivors constructed for themselves after deciding to build a community together. This is where the civilised, non-fighting part that isn’t the Veil Jumpers resides.

However, I am going to change the character of the mayor. Instead of a generic slimy human guy, this rewrite’s version of the mayor is an elven man named Venalin, who is also the Keeper of Clan Morlyn. The idea here really is to show just how much the Dalish of Arlathan Forest were willing to adapt due to necessity. The character of Julius, who is the mayor in the actual game, will instead be acting as Venalin's assistant. He used to be an Imperial Templar, one of the office clerk types like Tarquin, based in Ventus when it was conquered, one of the Antaam's prisoners who escaped into Arlathan Forest.

Our goal in D’Meta’s Crossing is to find Strife and Bellara to fully get our little expedition going. But first, we can do some initial exploration of the settlement:

  • Instead of it being a regular human-built village as it aesthetically is made out to be in the game, D’Meta’s Crossing is a bit of a mix of cultures: It’s primarily Dalish, we can see how the foundations used to be Clan Morlyn. There are repurposed aravels everywhere, and shepherds are taking care of halla on the outskirts. A great vhenadahl stands in the centre, invoking memories of the city elves. But then there are also normal human-made houses, as well as several collections of tents here and there. It’s a fun place to look at! Kinda chaotic, but also strangely idyllic.
  • We can run into Eldrin, Davrin’s uncle figure, who is the chief halla shepherd here. As we established earlier, all elves of Arlathan Forest were absorbed into Clan Morlyn and the Veil Jumpers, so it only makes sense for him to be here. He can even mention Davrin if we talk to him and wonder how he’s doing, softly setting him up for later.
  • We hear whispers about the Blue Wraith, who is, of course, Fenris. He used to roam Arlathan Forest and hunt down slavers. But when the time came for the forest’s inhabitants to band together, he left.
  • Last but not least, we get to meet our parents, in this case our biological Dalish mother Itha, and our human stepfather Beldon. We exchange in a few pleasantries and can actually establish the family dynamic between us.

 

An Old Friend

When we reach Strife, he is currently in a meeting with Keeper Venalin, Irelin, and, as, of course, needs to happen, Varric Tethras. Strife introduces us as Aldwir, the leader of the upcoming expedition into Arlathan Crater. Here we get to really see that Strife grew up as a city elf. He just has that connection with outsiders that only the rarest Dalish elves possess. Keeper Venalin is, of course, known to us. Since we’re playing a Dalish elf here, he is extra fond and respectful towards us.

Varric, of course, knows Strife and Irelin from the Missing comics. He doesn’t know Aldwir, though. In our exchange with him, we can establish just how Dalish we are. Despite Clan Morlyn now containing non-elves, do we act as forthcoming to actual outsiders, or are we distant?

Since Merrill is part of the Veil Jumpers in this World State, however, the two share a heartfelt reunion, and we learn that it was actually Varric who encouraged her to join up in the first place. That will immediately make him a more respected figure among the Veil Jumpers as Merrill is one of the best historians and researchers around, equal only to Bellara. This reunion carries a sombre tone, however, as Hawke is presumed dead, and both can relate to that feeling.

Speaking of Bellara, Strife tells us that she’s already gone scouting ahead and awaits us at the entrance to the cave, where we shall commence the expedition together.

When we announce or readiness to depart, we make our way to an aravel repurposed for aquatic travel and set sail across Arlathan Crater.

 

Arlathan Crater

As we sail across the great lake that once supposedly hosted the great city of Arlathan, we get some really atmospheric shots of Arlathan Forest and truly get a feel for how magical and ancient this place is. This origin story must really come across as a proper adventure, where we’re hunting for old relics and uncovering ancient history, almost like an Indiana Jones film.

We get to have some conversations with Strife, Irelin, Varric, and Merrill, especially with the latter two. When Merrill wonders what brought Varric here in the first place, Varric dodges the topic a little and promises to tell her later. All he can say is he’s on a search. Another quest for the remnants of the Inquisition, perhaps?

As we pass some ruins sticking out of the water, we get a short history lesson on how Tevinter sunk the city into the ground with their blood mages long ago and we can react accordingly, establishing Aldwir’s personality a little more.

This is also a good point to establish how wild the magic of Arlathan Forest is. Strife and Irelin are specifically coming with us to shield the island we’re on from collapsing back into the waters while we’re off investigating underground.

 

Meeting Bellara

We then arrive on a small island far out on the lake, and find Bellara’s own, smaller boat. Bellara herself has already set up a whole campsite in front of the cave, which looks more like a looming crack into the voids of the earth.

Now, Bellara is someone I would like to expand on in the rewrite. For now, however, all we know of her is that she and Merrill are the Veil Jumpers' leading historians. She is incredibly smart and almost obsessive over gathering and deciphering as much knowledge of the ancient world as possible.

After some back and forth that shows us Bellara’s sheer excitement for what we’re about to do, it’s time to depart into the crack. Strife and Irelin remain above and Varric asks to come along as the fourth member of our little expedition. Strangely enough, however, Merrill is against it. She seems strangely erratic all of a sudden. She really doesn’t want Varric down there. But she can’t properly explain why. So, here we have our first big choice:

  • Do we let Varric accompany us as a fourth member to this expedition?
  • Or do we listen to Merrill and have him stay on the surface?

I’m choosing to play Aldwir as willing to cooperate with the outside world in honour of Clan Morlyn letting non-elves into their midst, and our stepfather being a human man, so that’s what we’re going with. Merrill seems resigned to something but however we try to gauge the answer from her, she won’t speak up.

 

The Crater Ruins

We descend into the crater and soon find ourselves traversing a great selection of underground passages. As we do so, we get to see a few strange and marvellous things:

  • Hardened glass from Ancient Elvhenan through which we can see into the waters of Arlathan Crater. We do, indeed, see great ruins from days long past, claimed by the millennia-old waters. Fishes and other aquatic creatures make their home here. Somewhere in the distance, we see a faint strange glow through one of the windows.
  • We come across some ancient murals on the walls, depicting June, the elven god of Craftsmanship. This is either a temple to him, or the house of an elven nobleman who was dedicated to him in particular. On some of the murals, we see what appear to be eluvians, with one great, golden mirror in the centre. It’s very blink and you’ll miss it, but it’s there.
  • At one point, Merrill pulls Varric aside and encourages him to leave while Aldwir and Bellara aren’t listening. She warns him that there are hidden dangers down here, which she doesn’t want to expose him to. Varric states that he’s faced Kirkwall and Corypheus, he can handle an underwater ruin.

At some point, we suddenly sense a strange magical reverberation go through the ruins, and we’re attacked by a bunch of ancient guardian constructs, serving as this origin's combat tutorial. After defeating them, we sense a great surge of magic from deeper within the ruins and follow it, albeit cautiously.

 

The Great Gate

At some point, we reach a huge gate, which is secured by two complex locking mechanisms. In order to open it, we need to enter two separate rooms and solve the puzzles within. They’re not going to be too outrageously hard, but still enough of a challenge to get one thinking.

  • The first room features another mural of June and a fractured dragon statue. We have to magically put it back together to access the locking mechanism. The dragon’s shape is strangely reminiscent of Urthemiel, the Archdemon of the Fifth Blight, but in a non-corrupted, beautiful form.
  • The second room is almost entirely flooded and features a similar puzzle to the first. But this time, the statue we have to reassemble is one of June himself. At this point, it’s clear we’re in some kind of temple dedicated to the god.

Once the statues are reassembled, it almost looks like they’re facing each other across the rooms. But why are June and a dragon that looks suspiciously like Urthemiel connected to each other? Well, those who played the game already know the lore answer, but I’m going to present these connections in a bit of a slower way than Solas expositioning it all to us.

It's safe to say that Bellara is absolutely ecstatic about all this and has the time of her life, while Merrill, whom we know to be passionate about elvhen history from DA2, is surprisingly quiet.

 

Suspicious Behaviour

As soon as we’re about to enter through the gate, Merrill suddenly looks as though she’s having a collapse of some sort. Tired, she sits down and closes her eyes. Varric is, understandably, worried about her, but a moment later, she’s back to normal. What was that? What is going on? At this point, our Aldwir is getting a little suspicious. First the insistence of keeping Varric out of here, now this. What is going on? Does Merrill perhaps know more about this place than us? Is there something she’s not telling us?

As Merrill starts to slowly break under the pressure, Varric steps in and defends her from our questioning. Had we not taken him along, we might have heard more here. But now, all we can do is press on and watch for anything perilous.

 

The Hammer of June

As we descend further into this strange Temple of June, we slowly advance to the bottom of Arlathan Crater, where that odd building with the glowing windows could be seen earlier.

We make our way through the remaining passages, fighting a few guardian constructs along the way, until we enter what appears to be some sort of inner sanctum. A large but defect eluvian decorates the back wall.

In a glowing bubble-like sphere, presumably the source of the glow, we see a hammer, and it’s the most magnificent hammer we have ever laid our eyes upon. It’s as long as a staff and infused with lyrium and, since we’re a mage and can sense it, the raw magic of the Fade.

Bellara and Merrill share a historical geek-out moment as they both immediately come to the conclusion that this must be the Hammer of June, the ancient tool the God of Craftsmanship used to build great marvels along with Sylaise, among other works of beauty. If it’s not that, then at least it must be something similar.

As a Dalish elf, we have a moment of absolute reverence that we may have found something that truly belonged to one of our gods.

You can see that I have changed something here: Unlike in the game, not everyone knows the truth about the Evanuris here. Of course, some do, some of the Southern Dalish clans know, some elves in the North know, but not everyone. This is to set up something later in the game.

Now we are presented with another choice:

  • Do we return to Strife and Irelin and ask for Veil Jumper backup to safely remove the hammer?
  • Or do we attempt to remove it by ourselves right now? The risk is greater, but oh boy, so is the reward.

Merrill encourages getting Veil Jumper back-up, as does Varric, for wow does he have experiences with ancient things exploding. Bellara, however, wants to remove and examine it right now. As a very curious Dalish elf, we agree with her and choose to try and remove it now. Something about that greatly seems to upset Merrill.

So, in order to free the hammer from this strange bubble, we would have to somehow dismantle this complex mechanism that’s somehow still intact after all those millennia.

Upon exploring, we find a lyrium-infused base. However, in order to fully access the mechanism, one requires blood magic. Since Merrill is with us, she reveals her blood mage powers, willing to spill her own blood to open the bubble. Bellara, however, offers to use her own magic to access the intricate system built by the ancient elves (I refuse to call it Technomancy because that just does not fit into the DA setting). Now we have another choice:

  • Do we let Merrill go through with the blood magic ritual?
  • Or do we let Bellara tinker around with the mechanism?

So, at this point, my Aldwir is a bit suspicious of Merrill’s erratic behaviour early on and chooses to trust Bellara on this one. Besides, blood magic isn’t exactly great and my Dalish knows that.

Giving our go-ahead, Bellara begins to slowly override the mechanism’s magic with her own. The base flares up, but then begins to crack. Before we can do anything else, the bubble shatters and the hammer falls onto the ground.

However, this unorthodox approach has awoken something as we hear the ground shake. Then, a gigantic construct shaped like an elven warrior appears from below. It bears June’s vallaslin, which begin to glow. This ensues a boss battle, where we have to destroy the Sentinel of June.

During the battle, the entire room slowly gets wrecked and water starts spilling in. In the end, the Sentinel of June is defeated, but we are left severely beaten and battered.

 

Betrayal

As we struggle to take the hammer and deliver it to the surface, the great eluvian in the back suddenly comes to life. An entire group of elves bursts through, led by a tall elf with long white hair.

Varric is stunned, for he recognises the man, albeit faintly. “Abelas?” he asks, confused.

Yes, this scene marks the return of Abelas from DAI. Yes, he could theoretically have been stabbed in the back by Morrigan, but there is nothing to say that he couldn’t have survived that wound.

Abelas quickly corrects Varric and now refers to himself as Revas, calling back to Solas hoping he would find a new name for himself. He no longer stands for sorrow but for freedom. For he is now the Dread Wolf’s lieutenant, very much committed to aiding him in his plans to restore Elvhenan. The elves we are facing are agents of Fen’Harel.

So yeah…I know the AMA on Reddit revealed that Solas broke off contact with his agents a while ago, but…no.

So, for this rewrite, the agents of Fen’harel are very much active and Abelas, now going by Revas, is their leader.

And it is here where we are hit with a very unfortunate truth: Merrill is an agent of Fen’Harel, sent specifically to infiltrate the Veil Jumpers and get first-hand intel on the recovery of ancient elven artefacts that Solas might need for his plans. And he definitely requires the Hammer of June. This was Merrill’s final mission. When she went dizzy and sleepy earlier, she was actually letting Revas know that he could come and collect the hammer. And that’s why she didn’t want Varric coming along.

So yeah, if we choose to play the Veil Jumpers as our origin story, we get a much earlier look at Solas’ plans, as the agents of Fen’harel are our direct faction enemies.

Varric is absolutely dumbfounded by this revelation and can only ask Merrill why she would ever join the Dread Wolf, knowing what he plans to do. Merrill begins to break down, but before she can form an answer, Revas interrupts the conversation by claiming the hammer.

We are now engaged in another boss battle, this time against Revas and the agents of Fen’Harel. Had we followed through with Merrill’s blood magic ritual, we would ironically have better odds now as the Sentinel of June wouldn’t have awoken and wrecked the place earlier.

Revas absolutely destroys us. Then, he offers Bellara and Aldwir, given our Dalish heritage, the chance to join Fen’harel right now and live to see the old world restored. But both of us are too stunned by the fact that the Dread Wolf is among us. Imagine being a Norse pagan in real life and finding out that Loki has returned and is currently planning to kickstart Ragnarök. That’s pretty much what we’re going through right now with our Aldwir.

Before we can even properly contemplate this idea, Varric interjects and chastises Revas and the other elves for wanting to doom the people they share a world with right now. This angers Revas, for he is an ancient elf and shares Solas’ notion that the Veil is a wound that must be healed. He uses the hammer to deliver an absolutely brutal blow to us and the whole facility, which begins to finally crumble beneath the weight of Arlathan Crater's waters. The last thing we see before we get absolutely crushed by the water is Revas ordering the elves to retreat through the eluvian, including Merrill. She gives us one last incredibly heartbroken look, and follows through. Revas disappears last and the eluvian goes dark, before shattering.

Aldwir, Bellara, and Varric are swept away by the waters of Arlathan Crater. Bellara is able to cast a spell that shields her and Varric from the impact, but Aldwir is thrown in a completely different direction. We then lose our conscience.

 

Rescue

Aldwir is faintly drifting in the waters of Arlathan Crater, until, quite unexpectedly, a large fish picks us up and carries us to the surface. There, we are lifted into the air by Strife, who levitates us onto our aravel. The fish jumps into the air and turns back to Irelin, who lands on deck. Yeah…for those who haven’t read Tevinter Nights: Irelin is actually a shapeshifter. Thanks for not including that, DATV.

 

Healing

We wake up at our parent’s house in D’Meta’s Crossing, where Itha tends to our wounds.

She informs us that Varric and the Veil Jumpers saved us from certain death in Arlathan Crater. At this stage, we can show Aldwir being a bit vulnerable should we choose to. It’s not often that we get to interact with actual parental figures in DA.

Beldon joins the conversation and asks if maybe now is the time to take a little break from the Veil Jumpers.

When we head outside, Strife, Irelin, and Varric await us. Bellara is nowhere to be seen and we are told she has already returned to Arlathan Forest, in preparation for a new expedition, as she needs to get her mind focused now.

It is here where we find out that all three already knew that the Dread Wolf has returned and seeks to restore the ancient world of Elvhenan. What we just saw down there is but a fraction of his agents. Varric still can’t believe Merrill is among them and wonders what the Dread Wolf could have possibly done to convince her.

We also learn the true reason for Varric’s visit: he needs to recruit someone in his fight against the Dread Wolf. He was of the assumption that the Veil Jumpers were the perfect place to look. And it seems that he was right, as Aldwir is standing right there.

The implication is clear: we are to leave the Veil Jumpers and join Varric on his quest. We can either protest or accept immediately. Since my Aldwir is very much devoted to the cause, we shall object at first. But then Strife and Irelin let us know that Merrill may not even have been the only agent of Fen’Harel planted amidst the Veil Jumpers. And now they would know who we are if we reveal our survival. Joining Varric is a perfect cover-up, and they would never see us coming.

We are also encouraged to change our name for the duration of this whole affair. Varric chimes in and comments how, again, we went straight for the goal, and if it wasn't for Revas being the Queen analogy here to the Hammer's King, we'd have performed a flawless check-mate. He gives us the name Rook.

 

Leaving D’Meta’s Crossing

We are given a bit of time to pack our things and join Varric outside the village. There are a few things we can do here:

  • We can, and will, of course, give our parents a heartfelt goodbye family hug.
  • We can talk to Keeper Venalin and maybe risk urging him to look for anything suspicious among the people of D’Meta’s Crossing. But who knows…maybe he’s in on it? It’s certainly a choice.
  • We can bid Strife and Irelin goodbye before they return to the Veil Jumper camp. They wish us good luck on our journey and hope to see us again soon. We can express our frustration with losing the Hammer of June, but they don’t hold it against us. Nobody could have foreseen what happened.

Once we’re done, we join Varric and express our readiness to leave. Going by Rook from now on, we accompany our new dwarven friend into the wilds of Arlathan Forest. As we reach a small hill, we turn back to view the almost idyllic nightly image of Arlathan Crater, D’Meta’s Corssing, and the Veil Jumper camp in the woods. We turn back and follow Varric into the unknown.

Notes:

And there we have it! This is my proposed Veil Jumper origin story. Of course, it’s not perfect, not even close, but it’s a start, isn’t it? Let me know what you think! Next time, we shall head to Treviso and explore an origin story for the Antivan Crows. Stay tuned!

Find this chapter on Tumblr: https://www. /drakorn/769308603903623168/rewriting-veilguard-part-4-the-veil-jumpers?source=share

Chapter 5: Prologue - Part 5: The Antivan Crows

Summary:

We look at the potential origin story of an Antivan Crow Rook.

Notes:

And here we are again! Only three origin stories left to tackle. This time, as announced, we are going to take a look at how an origin story for an Antivan Crow Rook might possibly play out. If you have been reading along up until now, thank you very much! I hope you still find enjoyment in it. Let's get started.

(See the end of the chapter for more notes.)

Chapter Text

Prologue

Part 5 - The Antivan Crows

 

 

The Antivan Crows might be the one faction next to the Grey Wardens of whom we know the most about. They’re hired assassins, cold and brutal and calculating. They recruit children and mercilessly raise them to be killers. The Crow training involves killing your own peers to emerge as the victor. They keep a prison off the coast of Antiva City, where they hold people for “fun and torture”. The life of a Crow is rewarding, true, but it is also filled with darkness and a lot of blood. With all this canonical info established, we can confidently say that the Antivan Crows, while undoubtedly resourceful and clever, are not necessarily very nice people.

So why are the Antivan Crows in Veilguard so nice?

When I pictured the Antivan Crows before DATV released, “idealistic freedom fighters” wasn’t exactly what I thought of. Yet this is their entire role in the game, slightly controversial freedom fighters who fight against impossible odds.

Well, as you’ve seen with my takes on the Shadow Dragons, the Grey Wardens, and the Veil Jumpers in earlier chapters, such a depiction can make sense if you just take your time to explain it in the lore. Why would the Crows suddenly be so much more of a force for good than they were in the other games? This, along with many other questions, shall be answered in just a tiny moment.

This is my take on a potential Antivan Crow origin story. Have fun!

 

Creating Rook

So, for the fourth time (wow we’re really stuck in that starting phase, are we), we return to the CC and pick the Antivan Crow tarot card. The little blurb reads as follows:

“You are an Antivan Crow. Swift knives in the dark, the Crows are ruthless assassins, both respected and feared. Some see them as nothing but cold-blooded killers, others as Antiva’s shadowy protectors who hold the nation’s true power. As a member of house de Riva, now a full-fledged Crow, you are summoned to take part in a secretive Crow operation in the occupied Treviso. Your first true contract is waiting for you. But are you worthy of fulfilling it? Are your skills, and your blades, sharp enough?”

Straight off the bat, of all the factions in this game, the Antivan Crows have the absolute easiest way to explain the last name applying to all races. House de Riva is simply the last name all crows belonging to that house choose. It’s just the way it is, no matter what race you are or where you came from. The question is: how exactly did Rook join the Crows?

Well, here’s where we’ll tap into the organisation’s more controversial and darker side. Here we go:

  • If de Riva is a human, they will have been bought from a poor family as a child, their parents giving them away just so they could have some coin again.
  • If de Riva is an elf, they will have been bought from Treviso’s Alienage for much the same reasons. In fact, the Crows have a habit of recruiting elves into their ranks because they tend to make the best assassins. And also the most seductive and distracting ones.
  • If de Riva is a dwarf, they were picked up as a child beggar in the streets, as their surface dwarf family likely died in some way.
  • If de Riva is a Qunari, they were taken in as the sole survivor of a group of Tal-Vashoth who sought to escape further inland from the Qun.

The Crows don’t really care about race or status when it comes to recruitment. But no matter who they recruit, the training starts in their childhood and lasts all the way until Crow membership. It’s tough and brutal. And we need to reflect that, guys, Thedas is not a friendly place. Especially in the North. Especially at this time.

In all four cases, Viago, who is now the Fifth Talon and leader of House de Riva, took us in personally and often trained us himself, sometimes along with Andaratei “Teia, please” Cantori. They are, for the lack of a better word, the closest thing to parental substitutes we’re going to get. And we’re going to make this amusing because Viago relentlessly and mercilessly throwing shade at us while secretly carrying some level of fondness is a very very engaging dynamic.

Our Antivan Crow shall be a tall and graceful Qunari woman by the name of Gia de Riva.

Once we’ve finalised Gia, we press the start button and Varric begins his narration. And we get to learn a little bit more about the actual state of the Crows by the time we begin the game: First Talon Caterina Dellamorte called upon a special gathering of Crows in the city of Treviso, the organisation’s ancestral home, which is now being occupied by the Antaam, but not the main branch. This is a large unit sent to Antiva by the Arishok, who himself is still waging war against Tevinter. This part of the Antaam is led by a man called The Butcher. To ensure the liberation of Treviso, Caterina called upon as many members of the Antivan Crows as possible. House Dellamorte, House de Riva, House Cantori, and House Valisti, are now leading an underground fighting force against the Antaam, willing to use their skills to free Antiva.

So you see, we’re still including the freedom fighter angle because it certainly does make sense for the Crows to go against the Antaam. But we provided just a little bit of an additional explanation. Caterina wants the more idealistic and spirited members of the Crows to join the effort because this is something personal. And she needs those who care about a little more than coin and death to accomplish this. The remaining Crows are still out there, doing contracts, being cold and callous. But now, we give an in-universe reason for things to be the way they are presented to us.

Well then, now that we have created our de Riva, let us jump into the game!

 

The Treviso Chantry

Instead of using the Cantori Diamond, our Crow base is going to be something a little different. Let’s actually implement the lore and explore some history. The original Antivan Crows started out as monks in the area surrounding Treviso. In the years since, Treviso has been nearly destroyed on two occasions and a lot of rebuilding had to be done. So, instead of setting the main crow base in the HQ of one of their houses, we’re gonna set it in Treviso’s Chantry.

The idea is that Treviso’s Chantry is the ancestral base from which the Crows fully operated. But Treviso has been rebuilt so many times that people just forgot that. Well, not really forgotten, the place just looks utterly unrecognisable compared to its earliest incarnation.

Treviso’s Chantry is grand and beautiful now, think of places like Notre Dame. And just like Notre Dame, it has its secrets. In the years since the last restoration, the Crows took the Chantry and secretly kept expanding on it, using House Valisti as the main financial donor. The upper areas were entirely turned into a maze-like collection of rooms that can house a multitude of Crows at once. And the walls were given tons of secret passages and hidden doors. This is the main Crow base, and only fully initiated Crows know how to access it. It is also, most importantly, the one base where Crows are bound by their code not to harm each other. We know how much literal backstabbing these guys get up to, so we absolutely need to establish some kind of neutral ground. Still, ever since the incident in Tevinter Nights, where most Talons met a most gruesome end, there is tension in the air.

We arrive to the Treviso Chantry by rooftop, accompanied by our Talon, Viago de Riva, as well as all the de Riva Crows that were able to join this effort. Like shadows, we traverse the rooftops and ascend the Chantry’s walls like a group of Ezio Auditores. We find a secret passage in the walls and enter the Crows’ main base.

Right off the bat, Viago pulls us aside and tells us to be on our absolute best behaviour. Four of the Crows’ leading houses are gathered here, and we will not tarnish de Riva’s reputation by being ourselves. Classic Viago.

 

The Nest

The enormous attic areas of the Chantry are referred to as “The Nest”, for this is still where the first Crows “hatched”. And now, it’s used as a massive gathering place, including its own opera house-style auditorium. This Chantry is just the definition of extra but that’s what the Crows are about.

As we walk towards our gathering, we can have a few encounters:

  • We can encounter Viago and Teia exchanging in something that is obviously flirting to the knowing eye and ear but can very well be masqueraded as diplomatic conversation. Viago also produces his snake…EMIL, EMIL the snake, not…no! His pet snake, which he got in Tevinter Nights. If we join the conversation, Teia acts absolutely delighted to see us and greets us like the cool and loving aunt she is, whereas Viago stares daggers into our soul for daring to interrupt this moment.
  • We meet Antonio Valisti, the current head of House Valisti. He is both a Merchant Prince and Talon, a very powerful combination. He eyes us up and down and seems even more critical of our very air than Viago, and we thought that wasn’t at all possible.
  • We find some notes and letters regarding Crows being sent out to hunt down Zevran, who is still on the run. He has stopped waging his one-man-army war against the Crows and is currently lying low.
  • We can overhear a conversation between Jacobus, his cousin Dareth, and Heir, talking about Jacobus’ training and what it truly means to be an Antivan Crow.
  • We meet Illario Dellamorte and can engage him in polite but tense conversation. He seems to still not have gotten over the death of his cousin, Lucanis, the Demon of Vyrantium. He can only hope to keep his memory alive by being the deadliest assassin he could possibly be. We can be friendly to him here, and he seems to appreciate the sentiment.

 

The Great Contract

We settle down in the Nest’s auditorium and Caterina Dellamorte, the First Talon, steps on stage, and we immediately feel the sheer deadly power and authority oozing from her, despite, or maybe because of her age. She delivers a short and deadly speech on how the Antaam invaded Treviso, led by a man called Daathrata, or “The Butcher”, as the locals refer to him.

Caterina announces that all Crows gathered here have a contract now. All four houses have been bought to assassinate the Butcher and as many of his Antaam soldiers as possible. And if the Arishok dares to send someone else later, we'll go all the way to Seheron and assassinate him too. And who is the client with so much coin for this contract? Well, we’ll meet them later.

Caterina orders the Crows to rest up and prepare, they will be carrying out their plan soon enough. A few select Crows will be chosen to accompany their Talons and meet the client in another location.

Later that evening, Viago approaches us, declaring that he’s chosen us to accompany him to the meeting with the client. He’s incredibly grumpy and stiff about it and tells us to better not make him regret it. At the same time, he concedes that out of all the Crows of House de Riva, we have shown the most promise.

 

Meeting the Client

Heading to meet the client is, as with all Crow-related stuff, shadowy business. So we’re not going to take the streets but jump across the rooftops once again. While we do that, we can see a few things happening below:

  • We see members of the Antaam dragging a mage out of a house to expose them to the qamek treatment. The Butcher hates mages. Nothing we can do for this one, we must remain in the shadows for now. Even if we want to help them, Viago holds us back. There are too many eyes.
  • We see the citizens of Treviso being lined up for overall inspection by the Antaam, to see how obedient they are under the new regime. If they are worthy, they shall be permitted to join the Qun.

Eventually, we arrive at our meeting spot: Café Pietra. There, we meet Rayan Ivenci, the Governor of Treviso, and a powerful Merchant Prince in their own right. Now, for Ivenci, I have something slightly different and more elaborate planned than what we see of them in the game.

Turns out, Ivenci is the one who proposed the contract and paid the Crows to assassinate the Butcher. Antivan nobles do have a well-established history of hiring the Crows to take out political targets, so this is no exception. Since Ivenci is a Merchant Prince, they had enough coin to hire all four houses currently active in Treviso.

If we’re feeling bold, we can even mention how superficial this contract is given that we’re planning to kill the Butcher anyway. Viago gives us another death glare and reminds us of the Crows’ ways of operating. A contract belongs in our very DNA.

Ivenci explains their plan to us: They’re going to try negotiating peace talks with Daathrata onboard his Dreadnought, which is docking just outside the Drowned District. And while they’re having these talks, the Crows can swoop in and perform their assassination. They mention that the Arishok likely sent Daathrata here rather than keep him in Tevinter is that, despite his cruelty, the Butcher doesn’t want to fight in a senseless war. And the Arishok knows when to use his generals in missions that are more attuned to their skillsets. Peace talks are, therefore, not outside the realm of possibility with him.

Our plan put in motion, Ivenci departs and the Crows prepare to gather all forces for a massive descent upon the Qunari.

 

An Old Friend

When Antonio, Caterina, and the Crows they brought along, leave, Viago and Teia remain. When we ask Viago why we’re not leaving, he says that we still have another meeting to attend. Another contract for after this one is over, so to speak.

At this moment, Varric Tethras joins us at the table, with a mug of mulled wine, as he needs that alcohol and coffee is just not his thing. Viago and Teia obviously know him from The Missing so that connection is established. Varric greets us and we probably know him very well, as pretty much everyone knows Varric thanks to his books. And being the Viscount of Kirkwall and serving the Inquisition years ago obviously added to his reputation.

Viago and Teia start talking to him about the contract they have been discussing for a while now. We, as players, obviously can already guess what it is, but the language is kept very vague right now. At this point, de Riva may begin to wonder why exactly we were allowed to stay with two Talons discussing a contract with a new client.

Turns out, Viago has proposed we join Varric and carry out the contract. Even though he has his absolute grievances with us and thinks we’re an annoying baby, he can’t deny our skills.

Varric looks us over and we can have our first little conversation with him, in which we express our interest and curiosity in this strange new contract. This first talk is going to determine partially how Varric perceives us. We can be strictly business-like, as a classic Crow like Viago would behave, or perhaps be a little more idealistic towards the Antaam situation, like Teia. In any case, the meeting ends with Varric stating he’ll wait for us after the Butcher contract is done. Viago barks at us to leave and so we do.

 

Preparations

Back at the Nest, we have a final strategic meeting with the four houses and determine exactly what everyone will be doing. Here’s the plan: House Valisti, since they have the most and longest experience with Daathrata by having fought him the longest, will go straight for the Butcher’s Dreadnought. House Dellamorte will handle the Antaam in the streets of Treviso. Houses Cantori and de Riva will take care of the Drowned District. Now, we have a first choice presented before us, as there are two different sections of the Drowned District we can focus on:

  • The Prison Camps: We focus on the Antaam’s prison camps and liberate those the Qunari have captured. It’s not entirely out of the goodness of our hearts; the Crows need a win in the public’s perception to show that they are both a group to be feared and relied upon.
  • The Military Camps: We focus on the Antaam’s direct military camps and fracture their overall defences and might. This will weaken them in the long run.

Whatever we choose is what Houses de Riva and Cantori will prioritise first. If there is still time, we shall focus on the second. While Teia is very much for liberating the prisoners, Viago wants to weaken the Antaam’s overall strength. And this is where our de Riva comes in.

Well, we have already established our de Riva to be a little more on the idealistic side, so we choose the Prison Camps as our battleground. Let me make one thing perfectly clear, though: we do not actually decide this in-universe. We are a regular Crow. Teia and Viago are Talons. Sure, they could ask us for our opinion, but we don’t get the end say. We just chime in with our own opinion and sway them to this decision. In this case, we support Teia’s idea and she convinces Viago to go along with it. Viago gives us a “this is so your fault” look, but lets it go.

 

The Crows Descend

What follows is a cinematic of Caterina sending us all to take up positions for what is to be a great shadow battle. The idea is to not engage in open warfare but more so in a Crow way, silent and deadly.

We get a scene at the Butcher’s Dreadnought. Governor Ivenci and some of their guards await to be let on. And this Dreadnought is massive, an absolute unit of a ship, easily overshadowing everything else in the docks. The gangplank is lowered and Daathrata, the Butcher, steps out. He’s an imposing, intimidating Qunari warrior who looks like he can snap anyone in two, including other Qunari. But when he opens his mouth, he is surprisingly well-mannered and soft-spoken, which kinda makes him look even more intimidating. He guides Ivenci and their guards on board. We see Antonio and the Valisti Crows hover on the rooftops surrounding the docks, ready to strike.

At the same time, in the streets of Treviso, we see Caterina and Illario getting the Dellamorte Crows ready to ambush groups of Antaam soldiers and clear the populated areas. Caterina pulls Ilario aside and tells him this is his moment to prove himself and lets him lead the house into battle. This visibly takes aback Ilario.

Lastly, Houses de Riva and Cantori gather on the rooftops surrounding the Prison Camps in the Drowned District. There are many guards around, and even more prisoners.

Now, we get to make another choice: How exactly do we approach this? Teia suggests killing the guards quickly and quietly and then let the prisoners out. Viago, on the other hand, wants to poison the guards and let them die from their food and drink. There are some nice campfires with pots of stew around. So, do we:

  • Attack the guards directly and kill them as swiftly, quietly, and efficiently as possible?
  • Or do we poison their supplies and let them choke on their own dinner?

Well, we are still a de Riva and at this point we’ve pissed off Viago enough times. Let’s try and placate him again. We’re in the poison camp. Viago comments that finally, a shred of reason still exists in our head. Since we’re a Qunari ourselves, we now get a bit of a unique flavour to this mission: We know that the Qunari here are not just comprised of warriors. They still have Qunari cooks and craftsmen among them. As such, we can play a bit of dress-up: we’ll play the role of a Qunari cook and poison the food ourselves. This is where playing a Qunari really comes at an advantage for us because they won’t suspect us nearly as much as anyone else.

Viago gives us some Adder’s Kiss poison, provided by Emil, and asks us to bring back some qamek for him to study if we find any. He asks this in a bit of a nerdy way, like this is the one poison that still eludes his collection. The other Crows will hold back for the time being while we…go in alone. Mierda.

 

The Prison Camps

Cut to a little later. Instead of the tight, badass, and sexy Antivan Crow leather attire, we now find ourselves in a plain dress and shirt. We sneak into a tent filled with cooking supplies, and either knock out, kill, or convince the actual cook to go away. Either way, we are now the cook.

We look around in the tent and find ourselves absolutely aghast at the sheer lack of flavour and variety that is Qunari food. Antivans are supposed to be a mix of Spain and Italy, but the food aspect is definitely Italian-coded. So we look around horrified and mumble something along the lines of “Mierda, no wonder they are the way they are.”

We then set about brewing some fresh stew, which we are utterly disgusted by. As an Antivan, we are used to excellent food full of rich flavour and spices. We really have to reign ourselves in to not make the stew too tasty. This is absolute torture for our poor food-loving heart. This food deserves the poison.

Now that our food has become entirely disgraceful to our standards, it’s time to deliver it to the Antaam.

There are three prison camps aligned next to each other in total, meticulously placed upon the still-standing and dry parts of the Drowned District. We have to sneak the poison into three large pots, one for each camp. As we traverse the camp, we get the following encounters:

  • We see some prisoners, citizens of Treviso who somehow scorned the Qunari, being tested for potential new roles in the Qun. If we pass them, the Qunari will pull us aside and order us to show some people how to cook. We can play along and actually show them some excellent cooking skills.
  • But we also see those who actively volunteered into the Qun. They are currently being given weapons or infrastructural jobs. They are clearly under pressure but treated exponentially better than the prisoners. Why are we showing this? Well, if you recall DA2, some people actually did join the Arishok of their own free will. We must show that not everyone actually despises the Qun, or would rather join it than be killed. In any case, it’s important to see.
  • Whenever we pass one of the main cages with Treviso’s citizens inside, we can try to damage the locks to allow them to escape. This, however, adds the potential consequence of some prisoners trying to make a run for it and being swiftly executed. We choose not to damage them for now.
  • We see a cage full of mages who were exposed to qamek. They are utterly mindless, almost tranquil, but even…worse than that. In the huge tent next to them, we find a Qunari keeping watch over the poison. We quickly kill him and hide the body, and take a few vials with us for Viago.

When we reach the main pots, something happens each time that will allow us to make some more choices:

  • Pot 1: Another cook is already filling it. We can either tell them to fuck off or convince them that our food is better prepared since the other tents were befallen by rodents from the canal. Yes, we saw that. We do not lie. The Qun has no lies.
  • Pot 2: Pot 2 is broken because someone knocked it over and is now being punished for it. We can quickly scurry around and find a new pot to fulfill our duty here.
  • Pot 3: Pot 3 has a more merciful Qunari captain who let some prisoners have their fill first. You see some people eagerly looking up to you, waiting for food. Dammiiiiittttt. I don’t want to kill the citizens! So do we maintain our cover or find a way around this? Since we’re playing an idealist Crow, we choose to bullshit our way out of this. We make it look like as though one of the Antaam soldiers pushed us and we dramatically let our remaining food spill on the floor. Apologies, huge apologies, we shall get a new fill. The guard is being punished.

Once all is done, we get a very Ghost of Tsushima-style scene where de Riva stands amidst the Antaam and watches the soldiers slowly succumbing to Viago’s poison, except for the third camp. And some others obviously see the poison take effect before eating anything. We quickly dash to where we left our gear. A few minutes later, the Crows descend upon the camps. We re-emerge, once again dressed in our Crow outfit. Viago and Teia join us, and Viago begrudgingly admits that yeah, we’ve actually done a satisfactory job, whereas Teia nudges him teasingly, saying that he can be proud every once in a while.

We then battle against the Antaam, with Viago, and Teia fighting by our side. We mow down those who survived the poison. And because we didn’t break the prisoners’ locks, none of them prematurely escape into an early grave.

 

Ambush

As soon as we start letting out the prisoners, however, something changes. Something drastic. We see a strange light out on the water and look to the Butcher’s Dreadnought, only to see it go…

BOOM

The Dreadnought fully explodes into smithereens and the debris even reaches us here. All of House Valisti was on board that ship, including Antonio, as well as Daathrata and Ivenci. Before we can react, however, we are suddenly ambushed by a whole new wave of Antaam soldiers. Somehow, the military camp made it here in seconds. And they begin cutting down the escaping prisoners. Mierda, maybe letting them run earlier would have been a better idea. Some would have died, yes, but not as many as right now.

We engage in another, much fiercer battle against the Antaam, but the Crows are driven back. We are not used to open warfare. Now the Qunari have the advantage. We retreat onto the walls.

From there, we see how the streets of Treviso are crawling with Qunari as well and two great Dreadnoughts sail down the river. Where did those come from? Did the Butcher suddenly gain forces? How? Why? How did he know? How…how did he know that we would be planning this? This is too calculated to be a coincidence. Viago and Teia come to the same conclusion: someone betrayed us, betrayed Treviso, betrayed us all to the Butcher. Speaking of…if the Butcher knew this, then the exploding Dreadnought was no accident either. That means he has to still be alive. Maybe we can even save Antonio.

But we also see the Dellamorte Crows struggling in the streets. Teia and Viago begin to argue on what to do next, and we can make a choice here, another big one:

  • Do we follow Teia and aid the Dellamortes in the streets of Treviso?
  • Or do we stay with Viago and pursue the Butcher and try to save Antonio and Ivenci?

Well, Viago taught us that a contract needs to be finished, no matter what. We speak out in favour of pursuing Daathrata. Viago agrees with us and Teia rallies House Cantori to help the Dellamortes in the streets. We pursue.

 

The Butcher

As we race along the docks and fight our way through Antaam soldiers, we are joined by Varric who asks if now’s a good time to make it an outside operation. Viago doesn’t even hesitate to let him join, and so we fight. There are so many Qunari, it’s actually insane. The Crows are way out of their depth here.

While the rest of House de Riva is fighting, we, Viago, and Varric reach the remains of the Butcher’s Dreadnought. We see the corpses of all the House Valisti Crows floating in the water or burning on the wreck. We also find Antonio, who is barely alive and severely wounded. We pull him out of the wreckage and begin patching him up.

We then explore the still-stable parts of the Dreadnought for any signs of the Butcher. Just as we’re about to give up, we see a smaller Qunari ship sailing along the docks. We see the Butcher and Ivenci on it. Well, gotta save the Governor.

Without waiting for Viago and Varric, we hurry over the burning debris, acrobatically swing ourselves back onto the docks, shoot along the piers, jump over gaps and missing parts, see another ship, a fishing vessel, sticking out far enough that we could maybe risk it, quickly make our way there, jump on the boat, climb the mast, the Qunari vessel is almost past us, unsheathe our daggers, SWING OURSELVES FROM THE MAST, DESCEND UPON THE BUTCHER, EZIO AUDITORE!!!

Whoom

We are suddenly stopped, mid-air, as Ivenci stops us with magic, blood magic even; freezing our blood so that our fall is halted. The Butcher calmly turns around and gazes us straight in the eyes. Then, he slowly unsheathes a dagger coated in qamek, and slowly, almost sadistically so, stabs us in the chest.

Ivenci lets their spell go and we drop on deck, our vision blurring, our thoughts dissolving as the qamek spreads through our body. Ivenci is the traitor. But…they made the contract…why would they…

Ivenci looks at us with pure hatred, something unexpected. Slowly, we fight back and rise to our feet. The Butcher sighs and engages us in battle.

What follows is a very blurry, very short boss battle that basically ends with the Butcher stabbing us again and sending us into the waters of Rialto Bay.

 

Awakening

We wake up back at the Nest with Viago nursing us back to health. Fortunately, the qamek on that dagger was but a small dosis, so we are certain to recover soon. It’s always good to start acquiring immunity. Viago knows what he’s talking about. As we look at him, we see, for the first time that he’s genuinely worried about us. And no condescension hides that.

He explains that Varric found us floating in the water and dragged us out. If it weren’t for him, we’d be dead. He awaits us at the café when we’re ready. Ready for what? Well, for the other contract. Are you fucking kidding us, Viago? Viago dismisses our incredulity by reminding us that contracts are what we’re all about. He asks us what happened with the Butcher. We come back to our senses and tell him that we need to tell something to the other Talons. Viago understands and allows us to get ready.

Slightly slow and wounded, bandaged, we make our way to the auditorium. Teia meets us on the way, glad to see us alive. We see that Viago and Teia are the only unscathed Talons. Caterina is heavily bandaged, as is Antonio. Illario is taking over House Dellamorte while Caterina recovers. Antonio is the only Valisti left. But at least, thanks to us, there is still a Valisti left.

We tell them that Ivenci betrayed us. That they’re a blood mage. That they and Daathrata work together. The Crows are furious, especially Antonio, who wants vengeance for his house. But they also commend de Riva for, albeit while not having finished the contract, at least getting this valuable intelligence.

After the meeting, Viago and Teia take us aside and prompt us to return to the café now. Ivenci and Daathrata think we’re dead and that the other Crows did not receive information on the betrayal. Let us keep it this way for now. Us disappearing out of Treviso on another contract with Varric is a perfect opportunity. We ask what this contract is about but they still won’t say, stating that it’s best for Varric to explain it himself.

 

Meeting Varric

We meet Varric back at the Café Pietra. He’s glad to see we’re alright and if we’re ready to depart. On our way here we saw that Treviso is currently in a bit of a turmoil. It’ll take a while before all of this is settled. And now, we have two main targets to kill here: Daathrata and Ivenci.

Yeah, the fact that Ivenci’s a traitor is a huge twist in DATV (at least it's meant to be), but I think there is an interesting story to be told if we know they’re the traitor from the get-go. Now, we can wonder why they did it. Playing an Antivan Crow will gain us that information way earlier than any other origin.

We ask Varric what this other contract is about, and he says he’ll tell us when we’re way out of Treviso. We can get a little impatient and ask what kind of target this could possibly be that it requires such secrecy. Are we hunting a god or something? Viago and Teia exchange some glances, but we don’t notice.

Instead, Varric encourages us to drop the de Riva name for now, as the Crows…do have a reputation. Best if we just come across as a normal Tal-Vashoth. We need a new name.

Varric suggests Rook. He saw us go straight for the Butcher, and had Ivenci not interfered, we would have succeeded. A Rook is one of the strongest pieces on the board. We chuckle and say: “Close enough to a Crow while still sounding different enough.” Viago visibly and audibly groans in the background, while Teia laughs.

 

Leaving Treviso

Before we leave Treviso, we can have some final words with Viago and Teia. We do get a little bit more insight into how both of them kinda raised us while still keeping us as a part of House de Riva. They are basically our parental figures, which is super rare among the Crows unless you are blood-related. Even though Viago demeans us all the time, it’s clear he has grown to somehow care for us. While Teia gives us a lot of advice for how to handle ourselves on the road away from all the Crows, Viago simply says something along the lines of “Get this contract done.” At this point, we exasperatedly ask “Mierda, WHO is the target???” and Varric leads us out of the café.

What follows is a cinematic of Rook and Varric sneaking through the streets of Treviso, dodging Antaam patrols. Once we’re out, we take a look back at the huge old Chantry. Still confused on what this is all about, we turn away and follow Varric into the unknown.

Notes:

And there we have it! A potential origin story for the Antivan Crows! Thank you for making it to the end. Next time, we shall head to the Necropolis and explore a potential origin story for the Mourn Watch. Stay tuned!

Find this chapter on Tumblr: https://www. /drakorn/770073687688871936/rewriting-veilguard-part-5-the-antivan-crows?source=share

Chapter 6: Prologue - Part 6: The Mourn Watch

Summary:

We take a look at pitching an origin story for a Mourn Watch Rook.

Notes:

Hello everyone, and I'm back again with a new chapter. As previously announced, this time we shall be taking a look at the Mourn Watch origin story. And this time...yeah, we shall be taking a fewwww creative liberties. You'll see what I mean in just a bit. Enjoy.

(See the end of the chapter for more notes.)

Chapter Text

Prologue

Part 6 - The Mourn Watch

 

 

Riiiiight, the Mourn Watch. The Mourn Watch, the Mourn Watch…the Mourn Watch…yeeaahhhppp.

So, you see, when I started these rewrites, the two factions I dreaded the most were the Mourn Watch and the Lords of Fortune. And I’m gonna tell you why: Unlike the other four factions, these two don’t actually have any faction-specific stories. Sure, the Mourn Watch has the ghost bosses, and the Lords of Fortune has that one arena, but other than that? What exactly do these factions actually contribute to the story? They introduce Emmrich and Taash, respectively, sure. But that’s all they’re really here for.

While Veilguard definitely provided me with a lot of foundations to start working on the other factions’ origin stories, the Mourn Watch will require me to refer to Rook’s entry blurb alone and come up with something from there. There is no faction-specific villain to set up, no major contribution the Mourn Watch has to the overall story, nothing at all, really. On one hand, I dreaded it. On the other hand, I find myself strangely excited. Here, I can actually make something up from the ground while still trying to stay true to the spirit of the game.

Yeah, I could just take the Johanna Hezenkoss plot and make that the faction story as that’s the closest thing the game has, but nah. I’d like for that to still remain Emmrich’s companion story. I think, I might have something else in store for the Mourn Watch as a whole.

So, without further ado, here’s a potential origin story mission for the Mourn Watch.

 

Creating Rook

So, for the fifth time, we find ourselves back in the CC and click on the Mourn Watch tarot card. At this point, anyone watching this hypothetical walkthrough on Twitch or YouTube is probably screaming at the streamer to finally proceed with the actual story. But we gotta see all the potential backgrounds.

Right, so, we are met with the Mourn Watch faction background, and the little blurb says:

“You are a Mourn Watcher. This elite necromantic order explores the mysteries of life and death, and tends to the undead in Nevarra’s sprawling Grand Necropolis. As someone who has lived among the dead your entire life, the gloomy depths are nothing unusual for you. But when the dead begin acting out of place, even the safest corners of your home become treacherous and perilous. Will you uncover the truth behind the hauntings? Or does your path lead to an early grave?”

The last name, Ingellvar, applying to all four races, isn’t that big of a stretch in this one. Everything we need is already graciously provided by the game itself.

At some point in our infant life, we were found in a coffin somewhere in the Necropolis and adopted by necromancers. Well, in this rewrite, we’ll say that the necromancer who found us was a single man named Alberich Ingellvar. And the Necropolis has a bit of its own thing going about races, so that’s more of a secondary thing. And we're fortunate in that regard, since the necromancers mostly care about the dead and maintaining the Necropolis itself rather than who does it. The Necropolis mostly governs itself, especially since the Mage-Templar War. The more important backstory factor here is our class:

  • If Ingellvar is a mage, they’re a direct member of the Mourn Watch, since those are all mages.
  • If Ingellvar is a warrior or a rogue, they’re a guardian of the dead, in service but not directly part of the Mourn Watch.

For our Mourn Watch playthrough, we shall be playing as a human mage lady named Elise Ingellvar.

Once we finalise her, we press on the start button, and Varric starts his narration.

In the opening narration of the Mourn Watch background, we get to hear the overall inciting situation: The Grand Necropolis, located just outside of Nevarra City, bordering the Silent Plains, is currently in a bit of a messy situation. Multiple undead strangely go rogue and attack their supervising necromancers, disturbing the overall flow of the facility. Their attacks have grown increasingly bold over the last few months. The necromancers are the last force preventing the undead from reaching the surface. And that’s exactly where Varric hopes to find someone he needs for his own endeavour.

So yeah, you see, the War of the Banners is something mentioned in Rook’s Mourn Watch backstory text in the actual game, but we don’t ever get any proper elaboration on it. I think that’s a perfect set-up for an engaging origin story mission. So let’s see how we do!

 

The Grand Necropolis

I have to give praise where it’s due: The Grand Necropolis looks amazing in-game. It has that perfect blend between sophistication, eeriness, and Tim Burton-esque weirdness. Hey, I never said I hated DATV! There are quite a few things to be praised about the game we got, and the overall presentation of the Grand Necropolis certainly is one of them.

What I would like to establish, however, is its proper location. Some say, it’s in the heart of Nevarra City, others position it somewhere on the outskirts. A few concept artworks from Matt Rhodes show it somewhere in the Silent Plains. So let us implement something and stick with it. In this rewrite, the Grand Necropolis lies just outside Nevarra City, right on the border to the Silent Plains. And that’s not an insignificant position lore-wise, for the Silent Plains are, of course, where Dumat was slain at the end of the First Blight. There are some…interesting implications to be had here, and I will delve into them when the time is right.

 

Meeting Myrna

We begin our game with Ingellvar entering the Necropolis Halls, where we are expected by Myrna. And right off the bat I’m going to make a small change to Myrna. Well, not really a change, more of an expansion. You see, we never actually get Myrna’s last name in any canon material, so for this rewrite, I’m going to call her Myrna Ingellvar. She is our adoptive sister. It was both a combination of our own efforts and her prestigious position that got us into the ranks of the Mourn Watch, which is, I might remind, the most elite necromancer group around. Obviously, in a non-mage origin, we’re an assistant to the Mourn Watchers, but since we’re playing a mage here, we’re a full-on member.

Myrna greets us and gives her congratulations on us finally making it down here, where all the action against the rising undead takes place. We quickly learn that she’s here to pick us up as we’re both invited to attend a lecture on the restless undead, delivered by none other than Professor Emmrich Volkarin. Not only that, since we’re playing a mage here, we get the added bonus of having been chosen as the professor’s new apprentice. Yeah, the Mourn Watcher background really gives us a lot of good things to start off with. We have…a lot to lose!

Myrna calls upon Audric Felhausen, the undead guardsman we met in Tevinter Nights, to accompany us to the Memorial Gardens, where Emmrich is set to deliver his lecture. We are just needed there a bit earlier since we’re kinda important for it.

 

Exploring the Necropolis Halls

Before we head to the Memorial Gardens, we have the opportunity to do a quick exploration segment in the Necropolis Halls. Not much is yet revealed here, but we can still have a few nice interactions:

  • We can talk to Myrna and reminisce about our family. It is revealed that our father is actually dead now, or should I say, undead. For his long-standing services, he has been granted the rare honour of Lichdom and is now residing somewhere in the deepest parts of the Necropolis. Perhaps we may visit him sometime. Yes, we are part of the Mourn Watch, so…we would know what a Lich is.
  • We can exchange a few words with Audric where we’re reminded of the fact that he’s actually a spirit possessing Audric’s body. Also a bit of set-up for the future of this mission given that Audric’s story revolved around stopping an undead nobleman possessed by a pride demon. While he’s working at the library nowadays, he’s sometimes still used as a guardsman, especially now.
  • We find a series of letters between King Markus Pentaghast and Myrna, revolving around dispatching a few Mourn Watchers to the royal palace. A little piece of set-up for later, since King Markus has a bit of an oddity to him.
  • We can find another series of letters from a few enraged Pentaghasts demanding to know why King Caspar’s tomb is not accessible until further notice. The Necropolis is simply too dangerous right now.
  • We can read a final letter from Sidony, a mortalitasi mage previously featured in DAI and Tevinter Nights, now a member of the Mourn Watch herself, informing Myrna of the arrival of someone they had previously discussed.

 

The Professor

Once we’re done, we signal Myrna that it’s time for us to go. We then get a short but sweet cutscene showing the Ingellvars and Audric travelling through the silent halls and passages of the Necropolis, always on guard. But so far, nothing is attacking us. Hopefully it stays that way until we get to a larger gathering.

Thankfully, fortune is on our side this time around and we successfully arrive at the Memorial Gardens, where Emmrich Volkarin and his trusty assistant, Manfred the skeleton, already await us.

Emmrich bids us a very warm and polite welcome and greets us as his new personal apprentice in the arts of necromancy. As a first little task together, we are to light the candles of the Memorial Gardens, both to honour the spirits and to respect the dead.

As we go about this business, we can also find a letter addressed to Emmrich lying on a small nearby desk. It is from none other than Dorian Pavus, who used to be Emmrich’s student in younger years. It is both a pleasant and informative letter as we get a small hint at rising tensions within the Magisterium.

We can also have a short interaction with Manfred in which we first learn from Emmrich that he’s a spirit of Curiosity.

There is still some time before the lecture begins, so Emmrich invites us to a game of chess. It is quite a favourite pastime of his, and he likes to test our strategic thinking and patience.

The chessboard looks fittingly gothic and we begin our game without further ado. It is both a nice conversation with Emmrich as well as a perfect opportunity for us to roleplay Ingellvar’s personality traits. In the end, we succeed at the game by beating Emmrich’s Queen with, you guessed it, our Rook, check-mating the King in the process.

Emmrich congratulates us on a well-played game and definitely wants to play again, but later, for it is now time for the lecture.

And here is something I would like to change about the Mourn Watch as a whole. I would like Emmrich, Myrna, and all the other necromancers we may still meet, to speak in a German accent, simply to avoid Cassandra being the only one who talks like that, and it adds a nice regional touch.

 

Lecture on the Undead

As the Memorial Gardens fill with other Mourn Watchers, students, and a few outside visitors, we stand next to Emmrich in front of a huge brazier of green fire. Without further ado, Emmrich welcomes the gathered lot and begins.

Why exactly are we showing this, you may ask? Well, Emmrich is an esteemed professor and scholar, so I think it’s only fitting to show him actually being a professor. And Ingellvar as his apprentice gives us ample opportunity to roleplay our character as someone who is either still learning or very knowledgeable already.

In this playthrough, we have a desire to impress our teacher, so we take all chances we get to contribute to the lecture, something that greatly pleases Emmrich. We deliver a lecture on the nature of the undead, possessed corpses, spirits, the Veil, and how to best respect all. But we also inform the people of the current dangers in the Necropolis, that something is disturbing the spirits here, causing them to occasionally lash out and rebel.

As if on cue, the Memorial Gardens are suddenly swarmed with skeletal warriors, intent on slaying everyone they see. Well, Emmrich didn’t expect such a lively demonstration of what we just discussed.

Together with Emmrich and Myrna we fight against the undead, while Manfred and Audric are ordered to stay out of it given their own spiritual status. The fight isn’t particularly long or hard, but we are tested. In a particularly dicey moment, we are suddenly aided by the rapid firing of a crossbow, look to the side, and see none other than Varric Tethras!

 

An Old Friend

Once the last of the undead are dealt with, Varric introduces himself to us. Emmrich and Myrna are already aware of him, and so are we if we choose to be, given that Varric is very well-known in the world. He says that Sidony tipped him off on troubles in the Necropolis. Myrna knows this already as some correspondence was held a few days ago.

Varric compliments both our fighting and scholarly skills and offers his assistance in the matter at hand, which we all accept.

As we investigate the slain undead, we notice something quite odd: all the warriors bear the Pentaghast banner. Strange, indeed. Emmrich concludes that we must make our way deeper into the Necropolis posthaste to check up on the Royal Chambers. There seems to be something going on here that we aren’t yet quite aware of.

Given their spiritual existence, Manfred and Audric are told to stay here, as there can be no way of predicting the risks they would find themselves in otherwise.

 

Deeper into the Necropolis

With Myrna, Emmrich, and Varric, we descend into the deeper parts of the Necropolis, towards the Royal Chambers. This is where the Nevarran kings and queens of the past are all entombed, along with their family members, which, given that we’re talking about the Pentaghasts and Van Markhams, is quite the number.

When we reach the Royal Chambers, we are immediately swarmed by another undead horde, one that we are able to fight off with great difficulty. However, the oddities only increase, for these skeletons bear the Van Markham banner. What is going on here? Why are undead Pentaghasts and Van Markhams trying to attack the living? We knew something was going on, that some corpses began to rise against the living, but this is new.

We must delve further.

 

The Royal Chambers

When we reach the Royal Chambers, we find the doors unsealed, wide open. Before we enter, a dark figure seemingly materialises out of thin air and approaches us. This is Vorgoth, the oldest of the Mourn Watchers who isn’t a Lich. Nobody really knows who and what they are, but they are benevolent and helpful, so everyone just assumes they are some manner of manifested spirit, and leave it at that.

Vorgoth tells us that a great conflict has escalated between the undead, bidding us to follow him. When we do, we oversee a large clash between undead Pentaghast and Van Markham soldiers. Ultimately, it ends in a stalemate and the forces retreat to their respective wings. This is now absolutely baffling. Well, we all know that the Pentaghasts and Van Markhams are constantly vying for control of the Nevarran throne. But usually this only happens when they’re alive. Why would spirits possessing the dead suddenly wish to re-enact this fight in such a visceral manner?

Since we’re playing a mage, we get a bit of a unique scene now. We’ve been noticing it barely on the edge of our subconsciousness, but now it’s getting clearer: something about the Veil is…different here. We’ve been down here before, but now there is something else in the air…something colder.

We can’t really explain it and neither can the other mages in the party. Emmrich finds this whole situation both alarming and utterly fascinating, and we agree with him. Despite this being incredibly dangerous, we can’t help but feel intrigued. Something is going on down here.

Now we get to make a big choice that will impact the rest of this origin story. The decision is made to split the party. While Ingellvar, Emmrich, and Varric investigate one family mausoleum, Myrna and Vorgoth head for the other. We can choose to:

  • Investigate the Pentaghast mausoleum. We shall head for the much larger Pentaghast crypts and see if we can find whatever is stirring the undead.
  • Investigate the Van Markham mausoleum. While not as vast as the Pentaghasts’, we shall still have our fair bit of work to do.

Well, since this particular player here wants to learn more about the Pentaghasts, that’s the choice we’re going with for this playthrough. Myrna and Vorgoth will investigate the Van Markham section. The plan is to meet back here once we’re done. We bid a temporary goodbye to Myrna and Vorgoth and the party splits.

 

The Pentaghast Mausoleum

Together with Emmrich and Varric, we head off into the Pentaghast Mausoleum and are immediately greeted by another batch of undead warriors we have to fight our way through. But in-between the fights, we get to experience some neat dives into Pentaghast lore, as well as some callbacks to DAI:

  • We see a massive tapestry depicting the entire Pentaghast family tree, all the way from King Caspar to Cassandra, showing just how abnormally gigantic this family is.
  • We take a look at the rather recent tomb of Vestalus Pentaghast, who was the overseer of the Grand Necropolis until his death two years ago.
  • We pass by the tombs of Matthias, Tigana, and Anthony, Cassandra’s parents and brother respectively. Matthias and Tigana may have been executed for treason, but they still have a place in the family crypts. When passing by Anthony’s tomb, we can find a series of letters left by Cassandra on her visits here, in which she talks about how she is now running the reformed Seekers of Truth while still maintaining contact with the remnants of the Inquisition. She had feelings about revealing how to reverse Tranquillity but doesn’t regret doing so anymore.

I think it’s important to have quiet moments during these exploration missions where you can just let the atmosphere take you on a journey into another world. This has the potential to be one such moment.

While passing through the Pentaghast Mausoleum and all the crypts and tombs in it, we feel this strange coldness that has been plaguing us for a while now. The deeper we get, the stronger it becomes. And we still have no idea what’s actually going on. Why are the Pentaghasts and Van Markham’s fighting each other?

When we venture a little deeper, we find dead Mourn Watchers who have been viciously slain. We suddenly get swarmed by the biggest horde of undead so far, way too numerous for us to fight off. Ingellvar and Emmrich try to use their magic to soothe the spirits possessing them, to no avail. One of the undead croaks that the King shall see us now.

 

An Audience with the King

We are taken to the deepest and most lavish part of the Pentaghast Mausoleum, the crypt of King Caspar the Magnificent. Now, Caspar is, of course, not only the first king of Nevarra but also the founder of the Pentaghast dynasty. The lore states that young Pentaghasts are traditionally brought into his crypt so that the spirit possessing his mummified body may speak to them.

His crypt was built in the style of a great and ancient throne room. The king himself sits upon the throne and “grants” us a very forceful audience. And Caspar looks just gaunt, like a creature straight from a Tim Burton movie. His throne room is drenched in green veilfire. He demands to know why the Mourn Watch keeps interfering in the War of the Banners, to which we reply that the dead should not be waging war at all. The dead must either rest or fulfill their duties to the Necropolis. But rising up against the living is neither of the two.

Caspar stands from his throne and approaches us. Throughout this whole scene, we can be either very respectful or feisty. But we’re playing Ingellvar as a very dedicated and honourable Mourn Watcher so we try to be respectful. As Caspar circles us, we see an opportunity to try and exorcise the spirit out of his body. It would be risky, but perhaps the undead would disperse then. Caspar’s spirit has surely been corrupted into a demon by now. So, do we:

  • Try and banish the spirit out of Caspar’s body?
  • Keep our head low?

In this instance, we try to do the right thing, so we perform a Mourn Watch ritual to banish the spirit possessing Caspar’s body. This leads to a horrifying discovery: Caspar is not possessed by a spirit. He’s not even possessed by a demon! He’s not controlled by another’s magic, either. Caspar is...something else. He’s no Lich, that much is clear, but he’s no longer the spirit that usually resides within the corpse either. So what is it?

Enraged, Caspar attempts to have us executed, only to be interrupted by something. As a mage, we are able to pick up on the cold air suddenly turning utterly freezing, and a voice calls through the emptiness, a dark voice, hollow and deep, as though coming from an abyss. It orders Caspar to bring the prisoners down to the Altar Chamber. Here’s where we get some lore: The Altar Chamber is the last room that separates the rest of the Necropolis from the domain of the Lich Lords. It is the place where newly chosen Liches are given their immortality.

The undead, led by King Caspar, take us away.

 

The Altar Chamber

We are taken down the deepest, most ancient stairs of the Necropolis, before meeting at the doors to the Altar Chamber. But we are not alone. Myrna and Vorgoth are also here, flanked by Van Markham soldiers, led by King Tylus Van Markham, the first of the Van Markhams to ever assume the throne of Nevarra. Tylus and Caspar at first are furious upon seeing each other, but the cold voice has commanded them both to bring the prisoners to the Altar Chamber.

Now that things can’t possibly get any stranger, we enter through the door.

 

The Lich Lord

In the great Altar Chamber, we encounter a tall, looming figure, with green flaming eyes, clad all in black. As Mourn Watchers, we recognise the figure immediately: a Lich Lord. Now things are even more confusing. The Lich Lords are supposed to protect the Necropolis from such undead uprisings. And yet here we are.

The Lich welcomes us, Myrna and us specifically. He then performs a glamour spell and assumes the form we find most familiar: before us stands our father, Alberich Ingellvar.

Alberich states that he sees clearer than the other Lich Lords and wishes to finally open the First Gate. Here’s where Emmrich perks up and we get some more lore: The First Gate lies at the heart of the Lich Lords’ domain. It existed before the rest of the Necropolis, and nobody aside from the Lich Lords knows what’s behind it. All we know is that protecting that gate is their main duty above all else. And Alberich seeks to open it.

He brought us here to grant us lichdom as he wants his children by his side. Here’s where we get a first hint of Emmrich’s own desire to be among the Lich Lords should he ever prove himself worthy. But this is wrong, one must earn their place in immortality through a life of dedicated and selfless servitude.

We can ask Alberich about the War of the Banners. He states it as a rather beneficial side effect of his rituals at the First Gate but doesn’t elaborate any further, we still need to keep some mystery alive for later.

As we study the undead around us, especially the two kings, we notice that they are reluctant to be here. So they aren’t possessed or controlled but somehow they both feel obliged to obey Alberich? Why?

Myrna betrays a hint of distress upon seeing her father abuse his powers like that. Vorgoth condemns his actions, calling him unworthy of lichdom. This seems to be the first case the honour was granted to one undeserving.

Paying them no heed, Alberich compels the Ingellvar siblings to step forward and receive lichdom. We can either:

  • Obey and step forward, expressing genuine interest in lichdom.
  • Resist because this is all kinds of wrong and goes against our teachings.

We choose the second option and refuse. Myrna agrees with us wholeheartedly. Alberich orders Tylus and Caspar to bring Myrna and us to him. The grip of the mummified corpses is as steel.

But just as we are about to be presented to Alberich, who reverts back to his Lich Lord form, Vorgoth unleashes their whole power. They send forth a burst of magic so strong that it just banishes the spirits out of all the possessed undead soldiers, sending them to the ground. Caspar and Tylus, since they’re not possessed, are knocked back against the wall, hissing and cursing. Alberich resists with some difficulty but ends up knocking Vorgoth out of the Altar Chamber.

He regards us with disappointment and declares that if we won’t join him in immortality willingly, he will bring us over himself. As Emmrich and Varric attempt to join us, they are attacked by Caspar and Tylus and engage in a fight with them.

Myrna and us are thrown into a boss battle against Alberich, in which he unleashes terrifying Lich powers upon us. This is, again, one of those fights we are probably meant to lose and come back to stronger at a later stage in the story.

As Alberich attempts to stab Myrna with the ritual dagger that would initiate the lichdom process, we jump right between the two and engage Alberich one-on-one. Alberich stabs us squarely in the chest and throws us to the ground. As he attempts to go through with the ritual, the dagger is shot out of his hand by Varric, followed by a crossbow bolt to the head, distracting him momentarily.

Varric and Emmrich, having gotten past Caspar and Tylus, rush to our side and, together with Myrna, drag us out. Alberich and the two kings attempt to pursue us, but Vorgoth returns and casts another blast against them. Then, all goes black.

 

Healing and Leaving

We awaken in a bed, our chest bandaged up. Myrna sits next to us and is overjoyed to see us finally showing signs of life again, a rare display of emotion for her. She tells us what happened: We escaped just at the last possible second, by the skin of our teeth. After a while, Caspar and Tylus broke off the chase and returned to their respective crypts, while Alberich remained in the Lich Lords’ domain. Nobody is ever the wiser about what is actually going on.

We feel a strange cold in our hearts and Myrna explains that it’s the after-effects of the ritual dagger. It will only improve if we leave the Necropolis for a while and get as far away from Alberich as possible. Confused, we ask where we should go. The Necropolis is our home. Myrna tells us that we should speak to Varric about that. He might just have an idea.

We leave our room and find Varric not far away. When asked about what this strange idea of a trip might be, Varric explains that he came to the Necropolis in search of someone who would accompany him on a most daring and perilous adventure. We don’t know if we should frown or laugh given that we just escaped a most daring and perilous adventure and were instructed to leave in order to heal from it. But what is it and where are we going? Varric can’t tell us just yet. We’ll just need to wait and see. Great.

Before we depart, we, of course, have the chance to talk to our Mourn Watcher friends one last time:

  • Vorgoth commends us on our refusal to heed the call of lichdom, which speaks of our worth. They recommend us to keep our soul clear of corruption while we are away.
  • Emmrich (now accompanied by Manfred once more) bemoans that we won’t be able to study together after all. We would have made such an absolutely fine apprentice. But our journey outside is not indefinite. We shall return and Emmrich will have the spot reserved. We have proven ourselves most deserving. Manfred gives a happy hiss.
  • Myrna bids us a very heartfelt goodbye for now and thanks us for saving her back there. We, of course, tell her to look after herself and not heed our father’s call. She agrees and expresses her intention to occupy the library for the foreseeable future, learning everything she can about what could have possibly led to everything that happened down there. Audric shows up and prepares to escort her to the library.

When we return to Varric, he recommends us that we change our name. If Lich Lord Ingellvar gets any ideas to come to the surface, we may not wish to be associated with him, given the clearly malicious intentions. We can’t really think of anything at first, but one last look at Emmrich reminds us of our chess game earlier, so we hesitantly say: “Rook.” Varric compliments us and says he would have chosen the same, as we went straight for our goal and would have nearly stopped the War of the Banners, had it not been for Alberich.

Following Varric, we pass through the corridors of the Grand Necropolis, approaching the surface. Now called Rook, we look back one last time, before following our new acquaintance into the unknown.

 

Notes:

And there we have it! A potential origin story mission for the Mourn Watchers. I am fully aware that it’s not at all perfect, it never is. Nevertheless, I hope you still found a modicum of enjoyment while reading it.

Next time, we shall travel to Rivain and tackle the last of our six factions’ origin stories with the Lords of Fortune, and boy do I have a bone to pick with those people. Stay tuned!

Find this chapter on Tumblr: https://www. /drakorn/772347878492553216/rewriting-veilguard-part-6-the-mourn-watchers?source=share

Chapter 7: Prologue - Part 7: The Lords of Fortune

Summary:

We look at the sixth and final potential origin story for Rook, the Lords of Fortune.

Notes:

And here we are, guys! Welcome to the final origin story for our Veilguard rewrite. This time, we shall be tackling the Lords of Fortune. And I had to get even more creative here than with the Mourn Watch. But I also found myself really enjoying writing this one in particular. I hope you have fun!

(See the end of the chapter for more notes.)

Chapter Text

Prologue

Part 7 - The Lords of Fortune

 

 

So, the Lords of Fortune are probably the faction I was looking forward to least when it comes to this rewrite. Oh make no mistake, I do like the Lords of Fortune as a concept, as a faction, who doesn’t like a group consisting of what is essentially a bunch of Jack Sparrows and Nathan Drakes? My issue is with how they are depicted in the game. And with that I mean, like…pretty much not at all. Aside from the Hall of Valor and the fact that Taash belongs in that group, there isn’t really that much happening with them.

So, just like with the Mourn Watch, it is our task…or rather mine, to change that with this rewrite.

What do we think of when we picture the Lords of Fortune? I can tell you what I thought before Veilguard: pure adventurers. When I think of what the Lords of Fortune are up to, I picture scenes from Indiana Jones or Pirates of the Caribbean. This is the least bleak of the six available factions. Which isn’t to say it completely lacks bleakness, but it is less so than the others. I see swashbuckling action adventures aboard pirate ships, in flooded caves, in ancient ruins, that’s what the Lords of Fortune are. Their motto is “For Gold and Glory”, and I believe they should reflect that. Besides, with all the darkness surrounding the other factions, we need a few perspectives that bring some more fun into the fray.

So, without further ado, let’s tackle a potential origin story for the Lords of Fortune. And I’m going to say one thing in advance: that’s the faction I’m going to inflict the most changes on.

 

Creating Rook

For the sixth and final time, we return to the CC and pick the final faction, the Lords of Fortune. We get this little intro blurb:

“You are a Lord of Fortune. An informal collection of explorers, hunters, and treasure-seekers from Rivain, the rowdy Lords are famed for both daring exploits and narrow escapes. Having been raised among ships and ruins, the untethered life has been yours for as far as you can think back, “For Gold and Glory” are not just words to you, but the very creed of your life. So when a great treasure hunt is called upon by your leaders, you are among the first to volunteer. This could be your chance to coat your name in everlasting glory. Should you succeed, of course.”

In the original Veilguard, Rook’s last name is Laidir. Once more, we’ll have to come up with an explanation for why that may be so, given that we can choose to play any of the four races. So let’s get a little spicy again.

It’s mentioned in DATV that Rook was a slave on a Tevinter galley, and I think that’s actually a pretty solid start to the backstory we can develop here. So, in this rewrite, Laidir was a teenager on said galley. Not remembering their real parents, they were rescued by the Felicisima Armada, Isabela specifically.

Before we proceed, let’s establish some race-unique circumstances of why Laidir was on that galley:

  • If Laidir is a human or an elf, they were born into slavery.
  • If Laidir is a dwarf, they are a surfacer serving out a criminal sentence in the name of their parents (since dwarves are the only race that shouldn’t be able to be enslaved in Tevinter due to the ancient trade relationships that still persist).
  • If Laidir is a Qunari, they are a prisoner of war turned slave who was captured in a Tevinter raid in one of Seheron’s colonies.

Isabela brought them to Llomerryn, where they were raised by a Rivaini Seer in league with the Lords of Fortune. The name of the Seer? Laidir. Yeah, we’re going with the adopted angle once more but it does make sense. And having our adopted parent be a Seer will immediately put us close to Rivaini culture, which is something truly in need of further expansion. And here are some class-specific background details we can go with:

  • If Laidir is a warrior, they were trained in the monster hunting aspect the Lords of Fortune also employ, similar to Taash.
  • If Laidir is a rogue, they were mostly trained in the classic treasure-hunting ways the Lords of Fortune are so famous for.
  • If Laidir is a mage, they were taught by their adoptive Seer mother in the ways of spirit communication. Bonus points if Laidir is female, as that would mean she could become a Seer herself due to Rivain’s matriarchal society (which, again, is something we should have seen more of in the game).

Now what does this initial backstory instantly give us? The desire to be free and unbound by any nation’s laws was already there since the beginning. If we started off as a slave/prisoner, the Lords of Fortune and, by extension, Rivain, provide us with the freedom we never knew before.

So, for this playthrough, we choose a non-binary elven rogue called Maya Laidir.

Now that we have finalised our Laidir, we press the start button and get to enjoy the last of Varric’s unique faction-specific intro narrations.

In the Lords of Fortune opening, Varric comments on how the waters around Rivain and beyond are growing increasingly restless. Raider attacks increase, more and more fleets of the Felicisima Armada go rogue and turn against their comrades, and the Antaam, even though mostly focused on Tevinter and Antiva, pushes against the mainland. In addition, the Seers speak of chaos in the Fade as the spirits become more and more frantic. Something is happening beyond the Veil. And in the midst of all this, the Lords of Fortune thrive and lend their skills. Monster hunters, treasure-seekers, explorers, for gold and glory, you can get them to do pretty much anything remotely adventurous. Just like the Armada, with whom they share close ties, they are an informal organisation that can, in times of need, effectively unite. Such as now, actually: The Lords of Fortune were called to assemble in Llomerryn, the ancient stronghold of the Felicisima Armada, for a task of great promise. The most skilled treasure hunters in all of Thedas, that’s exactly where Varric hopes to find someone for a “hunt” of his own.

And with all that established, let’s get right into the game!

 

Llomerryn

So, right off the bat we shall make a bit of a drastic change to the way the Lords of Fortune are depicted in our version of Veilguard. We shall give them an actual, proper base. The Hall of Valor is a neat place, but it has more of a mini-game feel to it than an actual HQ. Think of the Grand Necropolis, that's a place I could call a base. And in this rewrite, we gave the other factions clearly defined strongholds as well. And what better place for the Lords of Fortune than the politically neutral port-city of Llomerryn?

So a little bit of background lore: Llomerryn is the city the Felicisima Armada calls their home, their main port so to say. Think of Tortuga or Shipwreck Island from Pirates of the Caribbean, only on a much larger scale. That’s pretty much what we’re going with here. But way before that, it was also the place where peace was made with the Qunari at the end of the new Exalted Marches. The Llomerryn Accords stem from here. It is a pretty significant place in Thedas’ history, and now it serves as a hub for all the scum and villainy of the Waking Sea.

Now, why is the main place of the Felicisima Armada also a gathering place for the Lords of Fortune? Well, as lore states, the Lords of Fortune have very direct ties to the Raiders of the Waking Sea, often aiding each other in their exploits. It would, therefore, stand to reason that they would also be able to share gathering hubs.

 

Meeting Bharv

We get a small intro cutscene in which Laidir arrives on Llomerrynn aboard a small vessel from Dairsmuid. Our first order of business is to meet with Bharv, one of the more senior Lords of Fortune still kicking, which is why he was chosen as one of the leading figures for this whole assembly.

Okay, I can practically hear some of you asking the following two questions: Who is Bharv? And where is Isabela? Allow me to explain.

Bharv is a dwarf and appears in Tevinter Nights as one of the POV characters, more specifically in the story Herold had a Plan. It ended with him meeting Vaea to deliver a healing amulet to ease the pain and suffering brought on by the war between Tevinter and the Antaam.

I don’t necessarily think the Lords of Fortune should have a singular leader. It all depends on the circumstances. And since Bharv is one of the most experienced ones around, it kinda just fell to him.

And where is Isabela? Shouldn’t she be leading the Lords of Fortune as depicted in DATV? Well…no.

Something I want to establish right off the bat is that Isabela is not the leader of the Lords of Fortune in this rewrite, for a couple of reasons. First of all, I just can’t see her in this position without significantly changing her character. The Isabela we meet in Veilguard is just so drastically different to the one we knew from before that it might as well have been an entirely new character. True, part of that is because there is no World State in that game, but she also feels like a placeholder, you know? Like BioWare had a different plan for her but didn’t want to discard the already-finished model when said plan changed. Which…is actually kind of the case if we look at the original concepts. My second reason is…I just need Isabela for something else in this rewrite, something more befitting her character, but we’ll get to that later.

So, instead, we’ll have Bharv and someone else acting as the momentary leaders for the Lords of Fortune.

Once we arrive in Llomerynn, we immediately meet Bharv on the docks and get the whole gist of the situation: So basically, the Lords of Fortune have been called to participate in a series of daring expeditions across Rivain and the Waking Sea, with support from the Felicisima Armada. With the increasing Antaam raids, led in Rivain by a lovely chap called the Dragon King, the restless spirits, and all the other serious shit happening across Northern Thedas, it’s thought best to retrieve a bunch of ancient artefacts and sell them to the highest bidder in order to better equip both the Armada and the Lords for the surely troubling times to come. And as it so happens, we have been selected for a particularly daring exploit, but more on that later. First, we need to go to the Golden Deck and meet Hollix, our second leading figure.

In our first dialogue instance as Laidir, we can now express our feelings towards this whole affair. In our case, we long for a bit of daring adventure as our last few hunts were rather dull.

 

Exploring the Docks

While we look for Hollix, we get a brief window of opportunity to explore the docks of Llomerryn. And they are pretty gigantic. We see several ships from all across the world taking a brief respite here, fully taking in the absolute might of the Felicisima Armada. As we’re walking here, we can spot some interesting things and overhear a bit of sailor gossip:

  • A few sailors from nearby note how Estwatch, the second stronghold of the Armada, has been strangely deserted recently, and all gates and doors shut.
  • Some raiders who sailed past the Orlesian coasts note how they spotted a few ships from Tevinter lingering in the harbours, more than usual.
  • A few pirates from the Nocen Sea report on the increasingly brutal and visceral conflict between Tevinter’s Legions and the main bulk of the Antaam led by the Arishok. The battles in and around Seheron are growing more desperate.
  • We can see a statue on the great open place beyond the docks, showing members of the Felicisima Armada and members of the Qunari sign the Llomerryn Accords. The Qunari are way less maintained than the sailors, showcasing the peoples’ disdain for them.

 

Meeting Hollix

So, before we continue, let’s talk about Hollix for a moment, and why I chose them as the second leading figure for the Lords of Fortune. “Hollix” is an alias this individual took for themselves in Tevinter Nights when they were employed by Dorian Pavus to hunt down a monster in Minrathous. For the ease of this game, we shall say that they just ran with “Hollix” after that memorable adventure. They are a master of disguise and an incredibly skilled combatant, especially against monsters. It would make sense to have them as our second person in charge next to Bharv.

Now, what is the Golden Deck? Well, since Llomerryn is largely the Armada’s place, we need a location the Lords of Fortune can call their own. Let’s have some fun here: The Golden Deck is comprised of a bunch of shipwrecks, repurposed into a single large tower-like building. It stands on a small isle next to Llomerryn’s docks. From the outside, it looks a bit ramshackle, quite obviously improvised and thrown together from multiple things. But once you’re inside, oh that’s a different story entirely. The floors and pews are covered in gold and expensive carpets, various treasures and trophies are on display in every room you enter. There is a large tavern-like mess hall on the ground floor where delicious foods are being served, and a large open swimming area. Huh, basically, I’m describing a Monster Hunter hub to you right now. But yeah, that’s pretty much on point. We won’t have talking felyne cooks though.

Hollix is currently in the process of regaling the assembled Lords of Fortune with the very tale they got their name from, until Bharv interrupts and tells them to come up with something new. Hollix excuses themselves and vaults over to where we stand and makes a very dramatic introduction.

A few minutes later, we’re sitting at a table, eating some seafood and discussing the exploit for which Laidir was chosen. So basically we have to explore an island somewhere off the north-eastern coast of Rivain, which was, until recently, a Qunari base, until a dragon forced them away and made it her breeding ground. Nobody knows the island’s name, only that it contains strange ruins, amidst which the dragon made her nest. We must scour the ruins for anything the Antaam left behind, or maybe didn’t even notice.

As with all current expeditions, the Lords of Fortune are supported by a ship of the Armada. And this endeavour is no exception. In our case, we shall be boarding the Siren’s Call II, captained by none other than Isabela, a person both Laidir and the player are very familiar with.

So, as I mentioned earlier, Isabela is not the leader of the Lords of Fortune in this rewrite, but she is one of the Armada captains closely associated with them. I just can’t see Isabela ditching her Admiral status and her fleet to hang out in the Hall of Valor all the time. She could be doing both at the same time, but yeah…I think it’s best if she stays a captain and we get to enjoy her in all her Isabela glory.

We are also to be accompanied by Taash, the Dragon Slayer, who is already on the island, getting a good measure for the dragons. We are, as Laidir, familiar with Taash and their childhood in the Qun, having been on some exploits together.

Once all is set and done, we are free to enjoy the rest of the evening before setting sail tomorrow.

 

The Golden Deck

We can, of course, simply go to sleep and skip forward to the next day in order to progress with the main quest. But being the explorers and completionists we are, we take this chance to explore the Golden Deck and talk to some pretty interesting people:

  • We can talk to Hollix and Bharv and get some retellings of their adventures during Tevinter Nights and how they became the leading figures of the Lords of Fortune for this operation. They just happened to be the most seasoned and skilled members around, so it just fell on them. They’re taking it in stride, however.
  • We find a table of four people, one of them being Mateo, a fellow Lord of Fortune and merchant. Next to him, we find (Formerly) Sister Laudine, Philliam, a Bard!, and Brother Genitivi. Why are they here? Well, in Tevinter Nights, after faking their deaths and narrowly escaping, they took refuge in Rivain. It only makes sense that Mateo would offer them protection with the Lords of Fortune, and now we get to talk to them here. At first, it might not be obvious who they are, but the more we listen to them (if we are familiar with the lore), the easier to recognise they are.
  • We can talk to Shathann, Taash’s mother. It is important to note that Shathann is the only one who refers to Taash as “she”. We shall discuss that a bit later. We don’t yet know that Taash is a fire-breather, so that conversation isn’t happening. What we can get from her here are a few interesting lore bits about the Qun as a whole, and how the Antaam is not to be mistaken for a true representation the entire Qunari society.
  • Last but not least, we can talk to Seer Laidir, our adoptive mother, who is, of course, overjoyed to see us, even for a brief time. We get a rare moment of vulnerability from our Laidir as we allow ourselves to be comforted and embraced by her. In the ensuing scene, we get more information about the restlessness beyond the Veil, and how communication with the spirits has become more difficult. Almost as if something is holding them back.

Once all points of interest are dealt with, we head off to bed and skip forward to the next day.

 

The Siren’s Call II

Next morning, a ship docks right next to the Golden Deck. A magnificent vessel of tremendous power, the Siren’s Call II. From it steps Isabela, Admiral of the Felicisima Armada.

I get what BioWare might have been going with in Veilguard, but in this rewrite, Isabela is actually wearing clothes. The concept art shows her with a badass coat and tricorn, and that’s the look I think would best suit her in her new position of power.

Isabela recognises us and remembers the day she freed us from the slave ship. We can exchange some words. Our Laidir is pleased to see her. Although the two never meet for long occasions, the meetings are always memorable. Given this, we’re very much looking forward to sailing to Dragon Island, as it is currently dubbed for the lack of an official name.

After gathering our things, we readily board the ship and the Siren’s Call II sets sail away from Llomerryn.

 

An Old Friend

As the ship sails on, Isabela introduces us to an old friend of hers. And out of a cabin steps, of course, Varric Tethras.

As someone familiar with Isabela and her story, Varric’s name isn’t unknown to us, and we can instantly express our opinions on his time with Hawke and later the Inquisitor.

Varric and Isabela pull us aside and confide that the famous dwarf is planning on potentially recruiting us for an exploit of his own, much more daring than anything we have ever done. We are rather intrigued by this, but details shall only be shared once the Dragon Island mission has been completed.

We can ask Varric and Isabela either about their adventures with Hawke or the Inquisition and get some nice background flavour, especially if Isabela romanced Hawke.

 

Arrival on Dragon Island

After spending several days on the Siren’s Call II, the ship finally approaches the murky, misty place simply dubbed “Dragon Island”. As we approach the coast, we can already make out ruins of a Qunari base, alongside some dreadnought wrecks. Looks like those were the last vestiges that couldn’t escape the dragon attack.

When we dock, we are immediately approached by our companion for the remainder of this mission: Taash!

 

Meeting Taash

Okay, so before we continue, I would like to go on a tangent and explain a small but significant change I am giving Taash in this rewrite: Taash is going to identify as non-binary from the beginning. I have a few reasons for this. Hear me out:

  • It might be a hot take, I don’t know, but to me, Taash’s journey of self-discovery, as it is currently portrayed in Veilguard, falls a little flat, specifically with the way it is written. Usually, Taash is portrayed as a seasoned traveller, treasure-hunter, and dragon slayer with a raw and blunt sense of humour (the Vows and Vengeance podcast, even though I don’t like much of it, portrayed that aspect of them stronger imo). Whenever we’re exploring ruins or hunting dragons, Taash feels like someone who belongs in the Dragon Age setting. However, when they have their talk with Shathann, which should be a climactic and emotional moment, it feels less like a conversation between two Dragon Age characters and more like a transcript of a modern-day argument copy-pasted into the mouths of Dragon Age characters. I’m not opposed to this confrontation happening at all, in fact, I think it’s important to have a scene like this, that includes Taash finding out for themselves what being non-binary means for them, but not in the way it's currently written in the vanilla game. I don’t know if anyone else had that notion, but to me, it felt like the writers just wanted to include the topic as quickly as possible, explain it with the simplest of modern terms, have a little set-up for conflict, and move on. I think Taash being non-binary deserves to have more care put into it than that.
  • Another hot take (oh boy we’re really getting into things here), but I don’t like how Veilguard uses the words “non-binary” and “trans” the way they are used in the 21st century. Why is that? Because characters in the other three games had a completely different way of speaking. We knew Dorian was gay, even though he never used the word. We knew Sera was lesbian, even though she never used the word. We knew Krem was trans, even though he never used the word. But in Veilguard, the dialogue becomes a bit anachronistic when compared to the previous entries. If this type of more modern dialogue had been around before Veilguard, I wouldn’t care. It also makes the way Taash being non-binary is written appear a little lazier. Why can’t we have the same care put into them as we had for the likes of Dorian or Sera? We know all we need to know about them, but the writers still found ways to integrate it into the more old-fashioned fantasy dialogue. Btw, anachronistic dialogue is something the entire game suffers from, not just Taash, so all of what I said applies to the rest as well.
  • Taash lives with the Lords of Fortune, an organisation that treats non-binary and trans people with large open-mindedness and acceptance (see Hollix). So I don’t think it makes sense that Taash wouldn’t be aware of what non-binary people are and that such a concept exists in the first place. They may have trouble accepting it for themselves, true, but to not know at all when you have those pirates walking around you day and night? Nah, not a chance.
  • I don’t necessarily like the idea that Taash being non-binary receives 90% of the focus, while them being multicultural is dealt with in a shockingly dismissive and easy manner. Why should we even have to choose one culture above the other? Can’t we have both? As a multicultural person myself, I’m not overly thrilled with the idea of having to choose one and abandon the other. I think we need to balance those struggles out a little more and find an organic way to give both equal measures of attention.

So, all in all, I love Taash as a concept, but I don’t think Veilguard managed to do justice to all their potential.

With all that being said, in this rewrite, Taash’s starting situation is that they already know they’re non-binary, at least they’re starting to accept the idea of it, but they refuse to tell their mother and ask the other Lords of Fortune to refer to them as a woman whenever they speak with Shathann. They are not ready for that final step yet, and that’s what we shall be handling later in the game, as well as the fact they’re both Rivaini and Qunari, and a badass dragon slayer and treasure hunter and adaari to boot.

So, we meet Taash and greet each other like two well-known acquaintances, since we’ve been on a few exploits together in the past.

While we were making our way here on the Siren’s Call II, Taash has been exploring the island and found that there’s not one but two high dragon nests, which is…very uncommon since those things are territorial. One is a Northern Hunter, the other a Vinsomer, both electricity-breathing dragons that are known to cause absolute storms on their own. Isabela quickly instructs her crew to prepare dragon-slaying ballistae, just in case.

Before we go, Varric asks to accompany us on our little treasure hunt, so we get our second companion for the prologue. Isabela stays with her ships and awaits our return.

 

Exploring the Coast

Before we delve deeper into the island, we can explore the coast a little and come across the following things:

  • A short dialogue between Isabela and Varric implies that, once this job is done, Isabela will say goodbye to her ship for a time. She’s very reluctant about it but the pay for that other job is just too good to pass up.
  • Amidst the ruined dreadnoughts, we find the charred bodies of Antaam warriors, who were unable to escape the dragons.
  • We also find some broken chains of people who may have used the chaos to escape their Qunari prison guards. Taash notes that they had the feeling of not being alone on the island, aside from the dragons.

We also get to fight a bunch of large crabs that make themselves at home amidst the ruins and the sand.

Unfortunately for us and our gold-seeking hearts, we find nothing of real value. Perhaps further inland, how about that?

 

Delving Deeper into Dragon Island

Together with Taash and Varric, we continue our little journey through Dragon Island, its centre being a dormant volcano. On our way there, we see the hastily assembled Qunari structures gradually fading away, replaced by a lush jungle and rocky terrain. We’re really getting into the adventurer aspect of things now.

Occasionally, we get to fight some more giant crabs and a few large lizards that haven’t been hunted by the dragons yet. On our journey, Taash tells us that the Northern Hunter resides on a set of jagged rocks on the other side of the mountain, while the Vinsomer lives right in the crater and is therefore likely the more dominant of the two. They haven’t explored their lairs yet because they very much could use back-up for that. Mostly as bait. They are more than capable of fighting a dragon on their own.

Varric remarks that a simple treasure-hunting mission is something he could have seen himself doing before all that Kirkwall business happened and he was just mercilessly thrown into this seemingly never-ending epic. Taash states that this could still end up being epic if they somehow attract the attention of both dragons.

 

The Gate

Eventually, we reach the foot of the mountain, which is the furthest Taash ventured into the island before waiting for assistance to arrive. At this moment we might be wondering if there’s even anything of interest here, to which Taash replies yes, there is.

They lead us further upwards and show us a large ancient-looking gateway right into the mountain, along with some stone steps. The gate looks dwarven. But here? So far up the surface? Is this an entrance to the Deep Roads?

 

The Still Mistress

Just as we are about to enter the mountain, we see something from the corner of our eye. On a nearby coast, not the one Isabela is docking at, a ship sets anchor. It has blood-red sails and a pitch-black hull. Taash and Laidir recognise it for what it is: This is the Still Mistress, the flagship of Ianto the Talon.

So, let’s talk about Ianto for a bit. He is actually a canon character but only appears in codex entries and off-screen mentions. He is known as “The Terror of Llomerryn” or “That Crooked Bastard What Might Kill You in Your Sleep”. There’s a guy called Martin in DA2, who survived having his throat slit by him. He’s a known slaver and murderer and has an evil reputation even among the Felicisima Armada.

If we tie the Lords of Fortune to the Raiders of the Waking Sea, I think it would make sense that the overall villain of this faction’s story has some connection to it all as well. And who better to pick than someone who’s already known in-universe but still vague enough that we can build him as we see fit?

BioWare made it no secret that a big inspiration for Dragon Age as a whole was the A Song of Ice and Fire series. And…yeah, you can definitely see that. So why not make Dragon Age’s own version of Euron Greyjoy? He’s pretty much exactly what I pictured when reading those entries about Ianto. And since Laidir was a child slave/prisoner, it provides a few added layers to give them a villain who’s known to be a slaver.

Yeah, I could have just made the Dragon King the main villain for the Lords of Fortune, but he’s far more appropriate as Taash’s nemesis, so we’ll leave him there.

We get a short cutscene of Ianto and his crew setting foot on Dragon Island. He’s a tall dude with black-grey hair and an equally menacing beard, has a bit of a Blackbeard-like aesthetic actually. He’s followed by his first mate, a Seer called Reyna. She is known amongst the Seers as someone who has strayed from the path a few years ago, and is now using her skill for ill purposes.

Neither Laidir nor Taash like this turn of events since both know what an absolute dickhead Ianto is. But what’s more worrying: What is he doing here? And why did he just conveniently show up pretty much as soon as we did? Now we’re even more eager to delve into that volcano. If Ianto is here, then there’s definitely something worth getting. Now comes the question…should we warn Isabela about this? I mean, she’d definitely want to know that such bold competition has arrived. Varric offers to backtrack, so now we have a small choice to make:

  • Warn Isabela: Varric returns to the Siren’s Call II to warn Isabela of Ianto’s arrival, but we lose him as a companion for the time being.
  • Don’t warn Isabela: Varric stays with us. Isabela won’t be alerted, but we’ll have slightly better numbers in the most immediate future.

Since we’re better safe than sorry, we tell Varric to go and warn Isabela since we all need to be on the same page. Besides, it’s good to have our ship alerted in case of unfortunate combat, as Ianto is known for sabotaging raider ships as well if it means that he gets more bounty for himself.

Varric hurries back to the beach, while Taash and Laidir enter the mountain.

 

Inside the Volcano

With Varric gone, Taash and Laidir set about exploring the insides of the great volcano. Pretty much immediately, we find that the way up has collapsed. Probably for the better since the Vinsomer lives upstairs and we can’t be asked to deal with both Ianto and two angry high dragons. Perhaps we could hope that the two parties attack each other. As a sort of confirmation of presence, we hear a loud roar from somewhere above.

Our only current way is down, further into the depths of the earth. And as we progress, we come across a few things:

  • Occasionally, the dwarven architecture mends with, or is outright replaced by elven style. Remarkable; we have never seen anything like this before. The deeper we go, the more the dwarven style fades, which is rather odd, shouldn't it be the other way around?
  • We encounter partially-melted murals covered in ash and dirt. One depicts a dragon emerging from a lake of fire, another elven kings and queens being worshipped by countless followers, and a single elf woman spreading her arms out to conjure blood from various dead bodies. If you know what we’re about to see, well done, if not, just have a bit more patience.

After a while, we hear scratching and growling ahead of us, and are immediately assaulted by a bunch of strange ghoul-like creatures, who come at us with monstrous claws and even wings in some cases.

We fight them off but are close to being overwhelmed. In that moment, Taash unleashes their fire breath and absolutely annihilates the creatures. We are properly gobsmacked by this because…what the fuck, since when can Taash do that? Since when can anyone do that?

Taash explains that it’s something they can do since birth and that the hows and whys are a story for another time. They just ask us to please not tell anyone. As the good companion that we are, we promise to do just that.

As we investigate the charred corpses, we slowly make the horrifying deduction that these were once the prisoners who got away from the Antaam and hid away on the island. Something…transformed them into monsters.

We descend a little further and come across a few more of those ghoul-like creatures. The further we get down, the more outright creepy the place becomes.

 

The Magma Chamber

Eventually, we enter the volcano’s magma chamber, where we defeat a few more of the transformed prisoners. Once the battle is done, we see something truly fascinating: the magma itself doesn’t seem to be free-flowing as you would see in a typical volcano. It seems to be concentrated in some kind of whirlpool-like well. Above the magma, on the cavernous ceiling, we see a great stalactite. But it's not just any stalactite. It’s a stalactite made of multi-coloured lyrium. Behind it, rising from the magma, stands a gigantic obsidian statue of the elven woman we saw in the mural earlier, her arms spread out.

Those who have read Tevinter Nights may have already guessed what we’re dealing with here. This is one of Ghilan’nain’s monster-making laboratories, of which there are still eleven spread out across Thedas. There were originally twelve, but one was destroyed by Warden Lesha.

But of course, neither Laidir nor Taash know what this is, so all we can do is have a genuine WTF reaction. Once that’s done, we investigate the chamber. We express utter awe and intimidation upon seeing the great crystal. But both of us come to the conclusion that this treasure is evil, if what it did to the escaped prisoners is any kind of hint. So we set about destroying it. This is no choice to be made, we all just want that thing gone.

 

Ianto

As we begin to come up with a plan on how to destroy the lab, Ianto, Reyna, and their crew arrive, clearly outnumbering us. Reyna points at the crystal and tells Ianto that yes, this is what they came for. Ianto muses that someone’s come ahead of him, and looks at us with a smile. He recognises us as Laidir and Taash, for we are both well-known amongst the Lords of Fortune. We would fetch some excellent prices in Minrathous.

At this point, we have another small choice, and it’s pretty straightforward:

  • Do we fight the crew of the Still Mistress?
  • Or do we come quietly?

Against all odds, despite not having Varric with us, Laidir and Taash decide to fight because we’re absolutely not going back into slavery. Ianto likes our spirit and sends his crew against us.

We have a brief fight with Ianto’s crew, and even if we manage to win against the goons, Ianto and Reyna just one-shot us into unconsciousness. As we fall to the ground, Reyna activates a hidden mechanism. Ghilan’nain’s statue clasps the crystal with her great obsidian hands and begins to lower it. All goes black.

 

Bound Aboard

We awaken on the beach, right next to the Still Mistress. Both Laidir and Taash are tied up in chains, and here we get a little rp opportunity. We, upon seeing our predicament, can have a panic attack because we’re about to be shipped off to Tevinter, right back where we came from all those years ago. Taash calms us down and promises that nobody’s going anywhere but home.

We watch as Ianto has his crew bring out the lyrium crystal on a huge cart, ready to be shipped off to spirits know where. It’s pulsating with ancient, corrupting magic. Reyna in particular seems greatly attuned to it, as she speaks of how absolutely restless and chaotic the Veil is around that thing. Even the boldest of spirits shun the crystal.

Taash snaps us out of focusing on the crystal and has an idea. They point towards the great dragon-slaying ballistae aboard the Still Mistress and points out that we could potentially lure one or both of the dragons here, giving us ample opportunity to escape. They point to the jagged rocks where we can briefly see the shape of the Northern Hunter spreading out her wings, as well as to the crater, where we know the Vinsomer abides.

Or we could wait for Isabela to arrive, since Varric probably told her of Ianto’s arrival by now. Because of our choice earlier, we now have the luxury to decide our imminent progression here:

  • Do we use the ballistae to attract the dragons?
  • Or do we wait for Isabela to hopefully arrive on time?

Since we are currently in a bit of a panic mode about our predicament, we will do all we can to escape slavery. Dragons it is. Taash seems very excited at the prospect.

It is evident that Ianto’s crew did a sloppy job of chaining us up as they were probably all prioritising the lyrium crystal.

We have a cutscene in which Ianto orders us brought aboard alongside the crystal. Once we board the Still Mistress, Taash uses their strength to break our chains and engages in a brawl with the pirates, while we quickly stumble to the closest ballista, preying it’s loaded, which it is.

We quickly aim for the jagged rocks and shoot this massive harpoon-like bolt across the island. From somewhere in the distance, we hear a deafening, enraged roar. Right, first dragon has been successfully angered. Now about the Vinsomer.

But before we can run to another ballista, we are paralysed with pain from the beating we took earlier and let out an anguished cry. Because we decided to fight the pirates earlier, we didn’t have enough stamina to attract the second dragon.

We are dragged to the ground by Ianto’s crew and are about to be assaulted with various blades when a great shadow momentarily covers the sky. We look up and see the enraged Northern Hunter launching towards us, surrounded by lightning.

The pirates curse and immediately forget about us. Ianto orders the beast slain and the crystal protected at all costs. The dragon unleashes a torrent of lightning across the beach, killing a bunch of pirates in an instant.

Taash roughly picks us up and jumps from the ship, helping us stand once we’re on the sand, marvelling at the power of the great beast.

Just in that moment, the Siren’s Call II appears in the small bay, and Ianto grins. Somehow, the increasing chaos makes him all the more bloodthirsty.

The ship docks and both Isabela and Varric lead a bunch of raiders across the beach, while the dragon engages in battle with Reyna, who uses spirit and blood magic to keep her at bay.

 

Battle on the Beach

Isabela and Varric join us as we’re attacked by more raiders. We tell them of the crystal and how it must not leave this island. They both immediately understand for they have seen first-hand what corrupted lyrium can do to its surroundings.

We make our way to the crystal, fighting off Ianto’s pirates while occasionally dodging the dragon’s lightning bursts.

In one such moment, the dragon fires right into our midst, separating us in the chaos. Since we have the unfortunate privilege of being the protagonist of this game, we find ourselves blasted closest to the crystal, so it now falls to us to destroy it.

But before we can do so, Ianto himself intercepts us. Despite the carnage unfolding, he seems to be relishing in the chance to have a good fight. And with that, our boss battle with the Terror of Llomerryn begins.

We are in a rough shape but still manage to somehow stand our ground against the formidable pirate captain, who unleashes his sword, daggers, and grenades on us.

This boss has a certain gimmick to it. Instead of exchanging blows with Ianto, we can focus our attacks on the crystal, with the added difficulty that it will momentarily paralyse us whenever we deliver a certain amount of damage.

Regardless, we manage to deliver a fatal blow to the crystal, and the lyrium explodes in a massive blast. Now, Ianto is truly enraged and stops playing around. As we lie on the ground, dying, he prepares to deliver a clean and brutal stab to the heart. But from the side, Varric delivers a well-aimed shot with Bianca, striking Ianto right into the shoulder, causing him to collapse.

This gives Taash enough time to drag us off towards the Siren’s Call II. Once the crystal is gone, Isabela orders a swift retreat, and the pirates are only too happy to oblige.

Reyna loses her fight with the Northern Hunter and gets knocked back. The beast immediately proceeds to rampage further and even pursues us.

Taash, seeing their moment come, hands us over to Isabela and runs towards the dragon. Using the creature’s weak state to their advantage, Taash dodges her claws and climbs upon her back. The dragon flies up, but Taash delivers a fatal blow to her neck, knowing exactly where the weak spots are. As the dragon collapses, Taash directs it right onto the Still Mistress and has it crash directly into the hull, damaging the slaver ship.

While Ianto, Reyna, and the raiders recover, Taash quickly bolts towards the Siren’s Call II before it swiftly starts to sail away, roaring in excited triumph.

Ianto looks at the damage done to his ship and back to the Siren’s Call II, which is already way out of range, swiftly sailing away from the island. He curses but there’s nothing he can do for now.

Back on deck, we are immediately placed in Isabela’s cabin to have our wounds tended to. But before we can express any word of gratitude, we slip back into unconsciousness.

 

Awakening

We awaken back at the Golden Deck in Llomerryn, our mother bent over us while casting healing spells, channelling the spirits of the island.

Relieved to see us alive, she tells us that the Siren’s Call II returned a few days ago. We’ve been out for quite a while. While we didn’t find much gold, we certainly found glory. The tale of our escape, the crystal, the dragon; it’s in everyone’s mouths right now. She’s proud of us for not allowing the lyrium to leave the island. When we ask her whether she knows what that place could have been, she unfortunately responds with no. But the spirits have been slightly calmer since that day.

Also, Varric would like to speak with us whenever we’re ready.

 

No Gold, All the Glory

When we enter the public area of the Golden Deck, the Lords of Fortune absolutely lose it with cheers. They ask us to tell our version of the story. We can refuse or indulge them. Well, we’re feeling better now, so we might as well. Once we’re done, the cheers grow louder and Taash gives us a massive clap on the shoulders. This was one of the most thrilling jobs they’ve ever done. Isabela is, quite frankly, surprised that her ship survived without a scratch, but all the more happy about it. The same can’t be said for Ianto, who, according to the latest reports, retreated to Estwatch once his ship was in any shape to be steered again.

Varric steps up and asks us to speak to him in a less public area, about that other job he mentioned earlier.

We sit down in a quiet corner of the Golden Deck. Varric tells us how he has something big coming up, probably the biggest job any Lord of Fortune has ever done in the organisation’s history. Intrigued, we ask what it’s about. Varric can’t tell us yet, but he promises there will definitely be both gold and glory to have in it. He also mentions that we may get answers to what that lyrium crystal was all about. Such ancient dangers have been waking up all over Thedas, and he seeks to find the source and stop it. That’s all he can say for now. And he believes we are an ideal candidate to take on that journey.

Well, bolstered by our successful escape and the crystal’s destruction, we readily agree, for which Varric thanks us.

He also suggests we come up with another name for the time being, since we will have reason not to be public with our affiliation to the Lords of Fortune. We lean back and begin to wrack our head. After a while, Varric suggests Rook, like the chess piece, since we went straight for the goal and succeeded by dealing a massive victorious blow.

 

Leaving Llomerryn

Before we leave Llomerryn, we have the chance to converse with the Lords of Fortune for one last time:

  • Bharv is happy that someone finally taught Ianto a lesson he won’t soon forget, but worries that he’ll strike back with a vengeance.
  • Hollix laughs that we may have finally given the Golden Deck a more exciting story than their monster hunt in Minrathous.
  • Taash and Shathann have a discussion about their fire powers when we join in. Remembering the circumstances surrounding the two, we refer to Taash as a woman while speaking to Shathann. They’re not yet ready for that conversation. We can tell Taash is slightly uncomfortable in their mother’s presence and ask if they can accompany us, but Shathann is against this. She already heard that Taash will be wanted for further dragon pursuits, and might even be considered for a job to go up against Ianto whenever he rears his head again. Taash is mildly relieved by this and wishes us as much gold as the glory we found here.
  • Seer Laidir bids us a heartfelt farewell but remains confident that we shall see each other again sooner than later. The spirits shall watch over us.

When we meet Varric, he’s in a conversation with Isabela. Here we get the confirmation that Isabela is about to give the Siren’s Call II over to her first mate, for the time being, as she has accepted a job closely tied for what we’re about to do. We shall board the Siren's Call II and sail to an assigned spot together.

Now known as Rook, we once again board the great ship, leaving Llomerryn behind, to uncertain but definitely more dangerous adventures ahead.

 

Notes:

And there we have it. This is what a potential Lords of Fortune origin story could have looked like, at least according to my humble opinion.

So…what now? There are no origin stories left to tell. Which means that we shall now be moving to the actual main plot of the game.

Next time, we’ll have the quest that takes place immediately after Varric whisks us away. And here's the thing. We can only play one Rook going forward. Do you have any favourite candidate? On Tumblr, I picked the Veil Jumper by popular vote. Here, I would like to do something different. I'm thinking either Grey Warden or Shadow Dragon. If you have other thoughts, please let me know!

Chapter 8: Prologue - Part 8: The Inquisition

Summary:

After completing our origin story, Rook is now officially made part of the effort against Solas.

Notes:

Hello everyone, and welcome back! Yes, we have finally completed all six origin stories. But that was only the beginning. Now, we get to focus our attention on kickstarting the main quest. And this is where you might see the biggest change in this rewrite so far. Thank you so much for reading up until now. I hope you continue to enjoy yourselves.

(See the end of the chapter for more notes.)

Chapter Text

Prologue

Part 8 - The Inquisition

 

 

It is now time, time to finally move away from the origin story missions. Now, the main story begins. We have explored the potential depths of what each faction's origin story may bring to Veilguard as a whole. But what about the glue that brings them all together? What about the Inquisition?

In this chapter of my ongoing rewrite project, we shall look into how the Inquisition, and by extension, the main story, may be introduced into the game. As I’ve often said, I don’t really like how DATV just throws you into the confrontation with Solas without any prior build-up. It was quite apparent that, despite DATV doing away with World States, one is expected to understand at least the general plot of Inquisition, and while Varric’s little narration tells us what we need to know to understand Solas’ role in the story, it’s not enough to make us care. Obviously, I cared because I played the previous game, but if we want DATV to stand on its own, like the previous games succeed, we need to do some more work.

So, without further ado, let’s get right into it. This is how I would introduce Veilguard’s main quest.

 

Our Canon Rook

With everything being said and done, we still need one Rook to focus on. We obviously can't play all six at once. So, for this playthrough, we shall pick Verus Mercar, our Shadow Dragon mage. But worry not. At the end of each chapter, I shall be comprising a small list of notes for how differently the other Rooks would respond to everything going on around them, maybe even receive special options that aren't available to others. But yeah, we shall be doing a Shadow Dragon run here. However, I am also posting this on Tumblr, where I am, in fact, doing a Veil Jumper version of the rewrite. Check that out if you want more differences. If you know of any other site that lets me post lengthy essays like this, please let me know and we can do other Rooks too! With that being said, let's get right into it.

 

Travelling with Varric

So, we choose to stick with our Shadow Dragon, and at this point the people watching this hypothetical stream are going to whoop and cheer with relief because this guy has finally stopped with the damn origin stories. Now we can get into the main story.

We get a small transitional scene narrated by Varric, which shows a map of Thedas, specifically our journey out of Minrathous, quite similar to what we get in the actual Veilguard. Varric tells us that the Venatori and Laskaris' Salvatio Initiative are just a fraction of what we should be worrying about, and that we first have to attend a certain meeting.

It should be noted that each origin will have a unique narration and map display, but more on that later. But all in all, it amounts to them having to make a stop somewhere at the Eyes of Nocen.

The Eyes of Nocen are a large geographical landmass in the North-East of Tevinter, not far away from the cities of Ventus and Carastes, which have both been overtaken by the Qunari between Trespasser and Veilguard. There is also some interesting lore surrounding that place, which we’ll get to later.

 

On the Road

When we return back to in-game cinematics, we find Rook and Varric travelling through the Tevinter countryside at dusk. At this point, we can ask about where exactly we’re going and what we’re hoping to find here.

As we walk, Varric begins telling us that there are people who have been working to stop the Venatori for the past decade, the people who have been fighting them since the very beginning. But since resources are sparse and only a handful of people are trustworthy, such efforts can’t be spoken of out in the open.

Since we’re playing a Tevinter mage, we can now express our disbelief that the Venatori are still so utterly powerful. Corypheus has been defeated a decade ago. Varric responds by stating something rather new about the Venatori that we didn't know back in Inquisition yet: they have been around for longer than that. Corypheus was just the monster they all rallied behind, the one that gave them true power and purpose. But now they have returned to worshipping the Old Gods, namely Razikale and Lusacan, the only two supposedly still alive, since the other five have been slain by the Grey Wardens.

We proceed further down the road, until we are met with a distressing sight: a battlefield, and a very recent one at that. We come across the remnants of a skirmish between the Antaam of Seheron and Tevinter troops who were sent to retake some of the occupied lands. It’s an image of absolute carnage, war, and death. Since we’re playing a Shadow Dragon, we can express our anger over how this senseless war has been driving our country to the brink of utter ruin. And now Laskaris wants to use slaves to get an edge. Slaves and...our own father. Our own father who died when we saved him from that collar. Varric comforts us a little. Maybe Charon Mercar is still alive. Maybe Laskaris is holding him somewhere. Maybe he can still be saved.

 

The Scout

As Rook and Varric traverse the battlefield, they are suddenly approached by a surviving group of Antaam warriors, who are looking for Tevinter legionnaires that might have escaped their blades.

They circle us and demand to know who we are, what we want, and where we’re off to. Varric, having plenty of experience with the Qunari, tries to talk our way out of it. Here’s a small choice to be made:

  • Do we silently prepare for battle?
  • Or do we contribute to Varric’s attempt to talk?

Since we're a Tevinter man, and a mage at that, we hang back in silence, which draws some suspicion. They ask us who we are, and if we have skilled enough Charisma points, which we have, we can try to lie our way out of this. But, since we’re obviously a mage, they immediately see us as Saarebas and therefore too dangerous to be seen walking around unshackled. We bristle at that and get ready to fight. Varric simply shrugs. Reasoning with the Antaam has never quite worked out for him. But this small exchange showed him that we’re eager to talk first before hitting people.

Just as the Qunari are about to attack, their group leader is struck down by a well-placed arrow in the eye. At this point, another, very familiar face joins the scene: Scout Lace Harding! She thinks we could use a little help, to which Varric responds that the odds are even now, even though the Qunari still rather outnumber us.

We fight the Qunari with Varric and Harding at our side. It’s a short battle mostly serving to introduce Harding to the party, and we make rather short work of our enemies.

What follows is Harding’s proper introduction. She is happy to see Varric and intrigued by Rook. So, this is the one Varric chose for this mission, the integral part that will give us an edge. Varric confirms this, a bonus being that us being a member of the Mercar family, and a Laetan at that, provides us with additional knowledge regarding Tevinter. Harding inquires about the Venatori. Yes, they have risen in strength once again. Troubling news, indeed. Even more reason to get to our destination as quickly as possible. Harding then tells Varric that everything is ready. Everyone’s just waiting for us. Well, Varric says, then we shouldn’t keep them waiting. Rook is about to meet some very esteemed company.

A quick note on Harding here. While she will still be this cheerful and hopeful person from the game, I would like to remove some of the extreme quirkiness and bring back the maturity she had in DAI. A hopeful optimist who is still mature is something that exists!

But before we press on, Harding mentions that she was tracking a group of Antaam soldiers who rounded up some Tevinter slaves with the intention of bringing them to Seheron, and suggests we free them. Varric is generally for the idea, but worries that our numbers might be too sparse.

So, now we get to make a choice:

  • Do we take this small detour to free the slaves?
  • Or do we not risk further battle and quietly move on?

This right here is going to be the first of many smaller choices we get to make in the game. Before Veilguard came out, people spoke of how incredibly reactive it would be, how it, while not having a World State, would compensate by having many intricate choices on its own. This didn’t quite happen the way I thought it would, so let us entertain the idea of what minor reactive consequences could look like if placed in the proper moments.

We are a Tevinter mage, and a part of the Shadow Dragons. We know what slavery is and how it festers in our nation. We know that slaves are seen as nothing but tools in Tevinter, and Laskaris' advance only further proves that. But they are still living beings. We’re not going to let anyone share in this fate if we can help it. We choose to take the detour and free the slaves.

 

Freeing the Slaves

Once our trio is on the same page, we follow Harding to a small Qunari encampment on the battlefield. It’s absolutely nothing fancy, just a temporary base. The slaves aren’t hard to find as they’re all cooped up in an improvised large cage, guarded by Antaam warriors.

After a brief and slightly more difficult fight, the Qunari are defeated and we free the slaves. And here’s when we notice something rather dark: the slaves are all wearing the blood collars. If you recall, Laskaris introduced the blood magic collar as a way to combat the Qunari threat. And seeing it here means that he’s already implementing in in small doses amidst the army, permitting the use of blood magic.

We are horrified by this discovery and see that the slaves have no way of getting them off. We are also angry at how quickly this seems to be spreading since we just got out of Minrathous. They tell us that the Centurio who led this party performed a blood magic spell to bind them to his will, as per Laskaris’ instructions. The Centurio in question is still alive, about to be given the qamek treatment, which would render him a mindless puppet.

We tell the slaves to wait here until we’ve dealt with the Centurio. So we proceed further through the encampment, fighting off a few more Qunari along the way, until we get to the leader’s tent. The leader in question is a Sten (no, not our Sten, that one’s the Arishok now).

We make it just in time before the qamek is able to be applied to the Tevinter mage screaming in absolute panic. And here’s where we get to make another smaller choice:

  • Do we save the Centurio?
  • Or do we let him be mind-wiped?

Having just experienced the blood collars in action all the way back in Minrathous, we are furious. But we’re also not someone who exposes people to fates worse than death, that’s not who we are. So we hurry up and blast the Sten into the Void before he can apply the qamek.

With all the Qunari dead, the Centurio is now free as the sole military survivor of this small campaign. Seeing how we are a Tevinter mage ourselves, he thanks us profusely for the aid, and even suspects that we are some manner of back-up sent to retrieve him and the slaves.

At this point, we allow ourselves to be angry and strike him while he’s weakened. Before his confused self can react, we demand that he release the slaves from the blood collars. We threaten that if he won’t comply, we shall either bind him to a pole for the next Qunari patrol to find, or we can apply the qamek ourselves. Or we could just kill him, his choice.

Reluctantly, the mage relents and we take him to the slaves. With one last look, he relinquishes his blood magic hold on the collars and they open up, falling into the dirt.

Now comes the next choice. What do we do with the Centurio?

  • Do we kill him?
  • Do we leave him here for the Qunari to find?
  • Do we apply the qamek ourselves?
  • Or do we let him skulk back to Minrathous?
  • Or, Shadow Dragon option: Do we give him the mark of disgrace?

Everything in us wants to cause pain to this man who had contributed to the enslavement and torture of innocent beings. But we’re choosing to play a Rook who’s of the more merciful sort. Rook chooses to let the Centurio live and allow him to scamper back to Laskaris and report on his failure. But we are not too merciful either. Being a Tevinter mage experienced with the ways of the Legion, we brand him with the mark of disgrace, a sort of military punishment that shows to everyone that this person is not to be trusted with the rank they currently hold and would be better off demoted. Is this truly the merciful way? Who knows. Before we send him on his way, we ask for his name. He introduces himself as Centurio Vilius. Well, we shall remember that name. And it's just Vilius now, right?

We turn back to the liberated slaves who thank us profusely. And now comes our last choice for this scene. What do we do with the slaves?

  • Do we send them on their way?
  • Or do we take them with us?

We ask Varric if the place we’re heading to has any room for more people, to which he says yes. We could either take them to safety or send them on their way. As a Shadow Dragon, and the child of Charon Mercar, we do actually have some experience in looking after escaped slaves or help them disappear. So we take them under our wing. Varric and Harding approve.

Now we really need to get going before even more Antaam troops arrive. We gather ourselves and move on.

This entire segment was completely optional, we could have skipped it entirely. But choosing to free the slaves gave us further insight into the blood collars and allowed us to participate in some potentially morally grey choices. Of course, our Rook chose the most paragon-esque outcomes, but the game lets us do some extensive roleplaying in scenes like this.

 

The Cliffside

As the day draws to a close and night falls upon the coastal countryside of Tevinter, Rook, Varric, Harding, and the freed slaves reach a cliff overlooking the vast Ventosus Straits, the body of water that separates Tevinter from Seheron.

At first, we see nothing truly remarkable, just a cliff, a very high cliff at that. But then, Varric directs us to a set of barely noticeable steps, carved into the rock. Slowly, we make our way down, closer and closer to the moonlit surface of the sea, ensuring that none of the former slaves fall into the sea, until we come upon the entrance to a cave, hidden behind a spell of concealment. Since Varric and Harding know where the entrance is, they just pass through the wall. Rook has a momentary confused reaction, before following, guiding the freed slaves through as well.

 

Meeting Charter

As we enter the cave, we are approached by another rather familiar figure: Charter. Those who only played the games might remember her as the stoic elven commander from Caer Bronach in Crestwood. Those who have read the comics and Tevinter Nights will remember her as basically the new Leliana. She goes around Thedas and recruits all kinds of people into the Inquisition. Veilguard mentions that she is the new Spymaster after Leliana, and you can read a few letters from her.

I absolutely adore Charter as a character and think it’s rather criminal that she was scrapped from Veilguard. So, we’re going to include her here. Since in this World State, Leliana has assumed the role of Divine Victoria, we can confidently say that Charter is the Spymaster here.

Charter remarks that we’re late, to which Harding explains that we took a little detour. The Spymaster studies Rook and the former slaves and says that yeah, she can see that, and then remarks that, somehow, she isn’t surprised that a Tevinter mage has been chosen for this endeavour. It will certainly provide us with an edge when dealing with the Venatori. 

Since Rook hasn’t been living under a rock, we can now begin to guess where we are headed. So we ask the people around us if we are about to join the Inquisition. Charter explains that the Inquisition does not officially exist anymore, only a shadow organisation that operates in the dark, away from the enemy’s gaze. Too great is the risk of corruption amidst the ranks, as we all remember from Trespasser. But in the most direct sense: yes, we are about to join what remains of the Inquisition. But all of it can be explained later. We must now head off. Everything is ready. We ask what “everything” is, to which Charter only replies that we’re about to find out. Harding promises that we’re going to be absolutely floored by what we’re about to see.

 

The Palace of Almadrius

As we move further down through the cave, we occasionally see glimpses of ruins, remnants of an ancient palace that must have been magnificent once. By investigating and asking our guides, we learn that we are traversing what remains of the palace of Archon Almadrius. He was briefly mentioned in DA2 in a codex entry for having built a lavish palace near the Eyes of Nocen, manned by many guards. But one day, everything disappeared without a trace. Well, given the state of this place, we can deduce that some kind of spell or cataclysm caused it to collapse beneath the waves. Since we're playing a Shadow Dragon, we can actually come to this conclusion ourselves, since we are likely a well-read individual, especially concerning the history of our own nation.

This is one of many examples of environmental storytelling that Dragon Age is so masterful at. Just by looking at the world, we can see traces of its history. We could have made this a simple cave, but thanks to the location and the legends surrounding it, we can now make it so much more.

Eventually, Charter takes us to a wide cavernous area beneath the sea. Magical barriers prevent rocks, ruins, and water from collapsing upon us. And right in the middle of it all, we see a monstrous vessel. An underwater ship in the shape of a great dragon. True to Harding’s word, Rook is absolutely floored by the sight. We have now reached the end of our journey. This is the Dumat.

 

The Dumat

Just like the rest of you, I have seen the concept art book. And when I saw this gigantic dragon submarine, I knew I had to include it in the rewrite. Does it take heavy inspiration from the Normandy in terms of having a mobile base in the form of a ship? Yes. Does that mean we’re no longer following the Dragon Age formula? I…honestly don’t think so.

Tevinter is a land of magic, a land of magic allied with the dwarves of Orzammar, master craftsmen, master craftsmen who also employ enchantments. There is a lot that can be done when those two forces sit down together and plan not war, but a work of wonder. And I don’t really subscribe to the idea that the concept of a submarine goes against the fantasy genre. You can make it work if you give it the proper look and feel, and give it a logical explanation for existing in the setting.

But I also have another reason for choosing the Dumat as the hub instead of the Lighthouse: I have something else planned for the Lighthouse and the Crossroads as a whole. It’ll still be a while before we get there, since Solas is still around and has his agents in this rewrite.

As we approach the Dumat, Rook is still absolutely shocked. This is the first time she has ever seen an underwater vessel. And truth be told, this is probably the first submarine in Thedas’ history. Varric tells us that we still have some friends in the Magisterium and Orzammar, plus the funding of some other powerful friends. Combine all that, and you get this. Rook, who has been living in a magical nation all his life, is still capable of marvelling at the sheer wonders it can do.

We board the Dumat and find ourselves in an…actually very homely-looking interior. It’s not overly lavish but definitely comfortable, as well as practical. There is a lot of room for people here, that much is clear. While we’re walking, we just can’t shake off the feeling of sheer awe that’s going through us right now. This is where we’re going to be staying for the foreseeable future? Incredible.

Charter calls upon a crew member to direct the freed slaves to the quarters. They are to be bathed, fed, and properly dressed. When they get some rest, they shall be questioned to make sure none of them secretly work for the enemy.

 

The Briefing

We eventually make it to a war-room-like place with a large round table in the centre. Only Rook, Varric, Harding, and Charter are currently present. But that is soon changed, for before we even get to properly speak, the door opens and another face joins us. It is none other than Isabela! The moment she heard of Varric's arrival, she needed to come and see him for herself. Varric is glad that she accepted the offer and made it in time. As seen in the Lords of Fortune origin story, Isabela gave the Siren’s Call II to her first mate for the time being as she was chosen for another job. This is it. Isabela is going to be the captain of the Dumat.

Personally, I think this is something that fits Isabela’s character a bit more than being the stay-at-home leader for the Lords of Fortune. This way, she’s going to still be able to contribute to the story, but in a way that is far more in-line with her personality. Isabela would never miss up on the opportunity to sail an underwater vessel. And she does happen to be one of the most skilled captains around.

Isabela greets us and says that she wonders what Fenris would have thought of us, hopefully better than Danarius. The meeting begins with Varric and Rook telling Charter and Isabela of everything that happened in Minrathous and how we confronted the Venatori. Because we took that slave-liberating detour, we can also speak of the blood collars. Isabela is angered by this new method, especially since she knows the Qunari won't give up so easily. They never do. She knows.

At this point, Rook has had enough of the secrecy surrounding his part in all of this and asks Varric why he specifically was recruited into this affair. Varric agrees that it is time, so he begins a story. And this is where we get the “I knew him as Solas” speech we get at the beginning of the vanilla game. But it’s going to be slightly longer. We get a few more thoughts and feelings of how Solas was as a person and what exactly he did while serving in the Inquisition. We get a brief recap of the war against Corypheus, the betrayal at the end of Trespasser, and the decade-long shadow war against the Dread Wolf. It all culminates in Varric saying how Solas is now approaching the fulfilment of his promise: to tear down the Veil and restore Elvhenan. “Somebody’s gotta stop him. And that’s…where you come in.”

So then. This is what our purpose is. To join the fight against the Dread Wolf, the evil deity of a foreign religion. And now we learn that it was he who created the Veil.

We are...overwhelmed. Not only are we expected to believe that the elven gods exist, or powerful mages who were seen as gods, we are also expected to fight one of them. How does this relate to the Venatori? Why...how...

We just got absolute confirmation that the Dalish beliefs are true. Well, Varric says, yes and no. Solas never referred to himself as a god. So what about the Maker? What about the Old Gods? What is the true religion? And then we realise something else. “How do I…come in?” we ask. “What am I supposed to do?”

Then we learn our role: We won’t just be joining this shadow war. We’ll be one of the people leading it. As Varric’s second-in-command. While he will be making plans and arranging everything in the background, accompanying us when the situation demands it, it is us who must be out there in the field, recruiting allies, carrying out heists, learning and undermining the Dread Wolf’s plans. We are Rook. The strongest piece on the chessboard. The one Solas will never see coming. The one he doesn’t know. When out in the field, Varric will entrust leadership to us.

So at this point, I’m choosing to play Rook as incredibly shocked and overwhelmed, to the point where he outright refuses. Why would we be the perfect fit for such a high position? Varric lists our accomplishments among the Shadow Dragons and as part of the Mercar family, how we took initiative against the Venatori, how we truly aim to make the world a better place by freeing slaves and fighting oppression, and how we don’t give up. We fit perfectly. Obviously, this dialogue is going to be different for every origin story.

We are still overwhelmed, and don’t know what to say. But then the door opens, and another figure steps in.

 

The Inquisitor

We are joined in the meeting chamber by Inquisitor Elera Lavellan herself. Yeah, I chose to have the Inquisitor appear right at the beginning of the story. I mean, we already made her in the CC, it’s not a big reveal that she’s in this game. But it also makes thematic sense for her to be here. She was our last player character. Who better to pass on the torch and give us the final push into this new adventure than her?

The Inquisitor, wearing Dalish clothes and carrying a staff, an enchanted ironbark prosthetic for her left arm, and no Shadow Dragon pjs to be seen anywhere (seriously what was that about), walks up to us and pretty much says how she felt the same when she was given the task to close the Breach and defeat Corypheus ten years ago. Nobody’s born a fighter, much less so a leader.

We get to have a small conversation with Lavellan. I’m choosing to have Rook react in awe to her because, of course, he has heard of her, how an elf rose up and heroically led the Inquisition against the greatest of evils. Those were stories we heard as a teenager. So many in Tevinter laughed at the notion of an elf leading anything, much less an Andrastian organisation. And some expressed quiet anger that she was able to overcome Corypheus. But never us. Not us. And now we shall be joining this fight. Now it’s our turn to become a part of this ever-growing tale.

The Inquisitor, just like Leliana and Cassandra did at the beginning of DAI, tells us that we are free to go if we so choose. But if we stay in this fight, we shall make the world a safer place.

Varric chimes in and states how all of this started with the Hero of Ferelden’s quest against the Blight, how it continued into Hawke’s battles with the shadows of Kirkwall, how it reached new heights in the Inquisitor’s war against the Elder One, and now the time has come for what he feels and hopes is the final chapter. And Rook gets to be one of the central characters, if not the central.

We think long and hard, but then we see where we are. We are aboard an underwater ship, amidst the remnants of the Inquisition. We are standing amidst legends. And these legends have become flesh and chosen us to join them. We have the chance to liberate Tevinter, to save the world from total chaos. Solas, Fen’Harel, the Dread Wolf, has returned. And with him, the ancient conflict that started all the way in the ancient days of Arlathan, when the Magisters sank the city into the ground and enslaved an entire race, may come to an end. Justice may be served at last. Maybe this time, Tevinter can be a force for good. It needs that chance.

With a heavy breath, we shake hands with the Inquisitor, mirroring the scene in Haven’s Chantry so many years ago.

What follows is a cinematic showing Rook, Varric, Harding, Charter, Isabela, and Inquisitor Lavellan standing in the control room of the Dumat. Lavellan gives a nod and Isabela takes hold of the helm.

From outside, we see how the protective spells and wards that kept the cavern dry during the ship’s construction phase begin to flicker, until they disappear entirely. The Palace of Almadrius sinks beneath the waters once again, having fulfilled its purpose.

The Dumat floats in the darkness of the cavern, seemingly suspended in a shapeless void. But then, dwarven crystals and runes begin shimmering around it. Tevene magic creates light on the interior side, flooding the rooms with mysterious shines of many colours. Then, the ship begins to move. It slithers and glides through the cavern, until it swims out into the open sea. From afar, it looks like a great sea creature, not at all a ship. Perfect for the purpose of remaining unseen.

As the Dumat glides through the moonlit waters, the camera pans up to show Thedas’ two moons shining upon the deceptively calm sea. A distant wind comes up, and as the screen begins to fade to black, we hear the single howl of a lonely wolf.

The screen goes black, and we finally see the title of our game:

 

Dragon Age: Dreadwolf

 

The Other Rooks

And now comes the little segment in which I give a brief overview on how different the other five Rooks could have experienced the mission. Let's get right into it.

 

Grey Wardens

  • The narration shows Rook and Varric travelling from the Anderfels to the Eyes of Nocen, and the overall discussion on the road centers around the darkspawn threat and the decline of the Wardens.
  • Rook can perform the Right of Conscription on Vilius, and convince him that it's still active outside of Blights.
  • Rook can send the freed slaves to Weisshaupt Fortress, where they may either find short refuge or decide if they want to try and become Wardens themselves.

 

Veil Jumpers

  • The narration shows Rook and Varric travelling from Arlathan Forest to the Eyes of Nocen, and the overall discussion on the road centers around the agents of Fen'Harel and the slow realisation that the Dread Wolf is real.
  • Vilius is far more antagonistic towards Rook for being an elf.
  • Isabela reacts to Merrill's betrayal in a devastated manner and is sure that she can still be saved.

 

Antivan Crows

  • The narration shows Rook and Varric travelling from Treviso to the Eyes of Nocen, and the overall discussion on the road centers around the Antaam invasion and Ivenci's betrayal.
  • Rook can use their status as an Antivan Crow to get herself hired by one of the freed slaves in exchange for a piece of cloth or something to properly assassinate Vilius.
  • Rook comments on how the Dumat can be very useful against the Antaam in Treviso.

 

Mourn Watch

  • The narration shows Rook and Varric travelling from Nevarra City to the Eyes of Nocen, and the overall discussion on the road centers around the growing power of the undead.
  • Rook can use her necromantic teachings to kill Vilius and summon a spirit into his body, sending him along with the freed slaves as a guard.

 

Lords of Fortune

  • The narration shows Rook and Varric travelling from Llomerryn to the Eyes of Nocen, and the overall discussion on the road centers around Ianto's threat to the seas, and whether or not the Antaam has any connection to him.
  • Isabela accompanies Rook and Varric on this journey and gets to the Dumat with us.
  • Rook has an extra special eye for the things around them and can loot the battlefield for more valuables than anyone else.
  • Rook can perform daylight robbery on Vilius and take his precious armour and staff to sell it someplace else.

Notes:

And there you have it! This is how I would pitch bridging the gap between Rook’s introduction and him joining the greater story. And…yeah, I do kinda prefer the Dreadwolf title. Obviously, The Veilguard is more fitting for what the vanilla game does, but I believe that the original title has more merit here, given that we’re ditching the Lighthouse and the Fade for the time being. But what we’ve definitely established so far is that Solas is a threat that must be stopped. The sequel hook that Trespasser dangled in front of us has to be paid off.

This concludes the Prologue segment of our hypothetical Veilguard rewrite. Now, the real story begins. Next time, we shall be dealing with the beginning of Act 1, a detailed look at the Dumat submarine, the people inhabiting it, and some first missions.

Thank you to everyone who’s still following this project. It’s really been quite an entertaining and captivating journey so far. And there’s so much more to come. Stay tuned!

Find the Veil Jumper version of this chapter on Tumblr: https://www. /drakorn/779217789899653120/rewriting-veilguard-part-8-the-inquisition?source=share

Chapter 9: Act 1 - Part 1: The Dumat

Summary:

We take a thorough look at the Dumat submarine.

Notes:

Hey everyone, and welcome back! In this chapter, I would like to take a short break from the breakneck speed we've been racing through the plot, and instead devote some time to our main hub, the Dumat submarine. This might be a shorter chapter than the previous ones, but...I have a feeling you won't mind that too much XD Have fun!

(See the end of the chapter for more notes.)

Chapter Text

Act 1

Part 1 - The Dumat

 

 

Last time we decided to use the original concept of the Dumat submarine as our hub for the game, so I thought to dedicate this next entry to the ship alone, as we just entered a little breather phase between main missions. We just finished the prologue, got our title card, were recruited into the Northern arm of the shadow Inquisition, and are about to embark on our quest to stop the Dread Wolf. But before we can do that, we must acquaint ourselves with our base a little, so we shall do just that!

We shall now take a look at what immediately happens once the title card fades away, the Dumat as a ship, its contents, the NPCs you can meet there, and the upgrades you can perform on it. Let’s get right into it!

 

The Inquisitor Departs

Once the title card fades, we have another cutscene that shows the Dumat quietly floating beneath the moonlit waters.

Rook and Varric meet the Inquisitor and Charter at the captain’s cabin. Lavellan informs us that she and her Spymaster must depart the ship now, for their presence is bound to eventually draw some unwanted attention from the enemy, especially in the Inquisitor’s case. We notice that she seems a bit hesitant when speaking about the Dread Wolf.

We do not get to question that yet. Charter lets us know that Harding has her contact details if we ever need to reach her, whereas the Inquisitor remains silent about her future whereabouts. She just says that she will monitor the proceedings of the war between Tevinter and the Antaam and use her resources to help however she can, as well as perhaps draw the attention of Fen’Harel’s agents to distract the Dread Wolf from us. But she’s confident we will meet again, and sooner than we think. Leaving the operation to Varric, the two bid each other farewell.

Isabela enters and informs them that their transport is ready. The Inquisitor and Charter depart, leaving us in charge of the Dumat.

Varric tells us to get accustomed to the ship before doing anything else; it truly is a masterwork of magic and craftsmanship blending into one. When we’re ready, we must make to the meeting chamber and discuss our first moves. He leaves us to it.

Now we get to control Rook again, so let’s…take a little tour, shall we?

 

Exploring the Dumat

The Dumat is a submarine in every sense of its functions, that much is true. But we must not forget that this is still a fantasy game, so the goal isn’t to make it look like a submarine as we know one from our time. We’re going to have some fun.

It should be mentioned that the Dumat isn’t made from metal, but from the same dark rock as most buildings in Minrathous. But that’s only one part of it. The Dumat may have been built in Tevinter, with Tevene materials, but she was built by dwarves and mages alike. Enchantments and runes are carved into the walls in aesthetically pleasing ways, the entire construction lives and breathes magic, just like Minrathous.

When we move through the submarine, it looks like we’re walking through an underwater mansion. There are arcane lights everywhere, floating orbs, and so much more. The Dumat is a submarine, yes, but it is very much integrated into the setting. And now, we get to take a look.

 

The Captain’s Cabin

The captain’s cabin is Isabela’s place, where she resides and plans. It is filled with trophies from her past exploits, as well as one or two memos from her time in Kirkwall. Isabela herself frequents either the cabin or the bridge mostly, but it is to note that NPCs can and will change rooms occasionally.

We can talk to Isabela here and ask her about her life and past adventures, even about that business with the Tome of Koslun if we pry hard enough.

Isabela is also the person we see about upgrading the Dumat, but we shall return to this topic later.

 

The Bridge

The bridge is located not very far away from the captain’s cabin and is one of the central locations on the Dumat. It is located above the majority of the ship, in a room with magically protected glass, allowing us to see what awaits us ahead. Isabela will occasionally be found here, steering the ship where it needs to go.

 

Rook’s Chamber

Rook’s chamber is a very comfortable and relaxing place. And I’m actually going to go out on a whim and say that it looks pretty much like the one we see at the Lighthouse in Veilguard, just a bit larger and containing an actual bed. But I love this whole aquarium window idea.

Here’s where we can find missives addressed directly to us. Personal stuff, mementos, things like that. Here, we can also find the appearance-changing mirror that will allow us to enter the character creator once again.

 

The Common Area

The common area is this big lounging area, positioned in front of this transparent glass wall that lets us look into the ocean. A magically-powered arcane fire roars in a nearby fireplace. There are tables, couches, and books aplenty. Here’s where we shall be having some more relaxing times later. Many characters will often converge here for banter-related purposes.

 

The Armoury

The armoury is pretty self-explanatory. Here’s where we can purchase weapons and armour, as well as upgrade them! It is located somewhere in the back of the Dumat, where the loud sounds won’t disturb anyone.

And here’s where we’ll meet two more members of our crew. As Rook enters, a man immediately jumps at him and begins taking his measurements, exclaiming that yes, finally, finally, he can begin crafting new masterpieces! Another, much calmer man, pulls him aside and says “Wade, not this again. Take a deep breath.”

Yes, we’re bringing back Wade and Herren, the iconic duo from Origins. They did have a small war table quest in DAI, but here they are back in the flesh. Rook and his team need a true master craftsman to equip them, so a master we shall receive, as well as his very much needed stop button called Herren.

Wade immediately insists upon crafting the most amazing things ever, to which Herren quickly calms him down, apologising profusely to us. While Herren sells us normal stuff, Wade can do the special items for us. Just like in DAO, we’re gonna need pretty exquisite materials.

 

The Room of Runes

The room of runes is a pretty mysterious place aboard the Dumat. It’s pretty much the anchor for all runic activity that protects and powers the ship. Yes, there are dwarven runes all over the place, but this is the heart of it all. Each rune that can be found on the Dumat has its larger replica here. Powerful enchantments everywhere. It actually looks rather beautiful, as though we stepped into a glittering underground cave filled with various stars.

As soon as we enter the room, we see a dwarven man with short blonde hair and piercing, striking blue eyes. When we greet him, he only has one word for us: “Enchantment!”

Another dwarf joins us, older, with greying hair, who introduces himself as Bodahn Feddic, and the young man next to him is his dear boy Sandal. “Say hello, Sandal!” “Hello!”

Yes, there is the other iconic duo form DAO that I’m bringing back here, because…why not? If this is the last entry in the saga, we may as well start tying up all lose ends.

The Feddics are back, oh yes! They are much older, true, but they are still the same people. Bodahn tells us that Varric brought them here from Kirkwall to, once again, do some good. Bodahn wanted to retire, but if his boy is meant for greater things, he won’t be far behind to support him. I also need Sandal for something later in the story, but we’ll talk about that another time.

As you guessed, this is the place we go to for rune crafting, whenever we need enchantments. Sandal is going to be very happy to provide some. Bodahn, as always, is a merchant from whom we can buy our everyday stuff. He can also be found in the common area for the sake of ease.

 

The Garden

This is Harding’s place, a beautiful garden area located in the more central area of the Dumat. Originally intended as a place of quiet meditation, Harding found a better use for it by repurposing it into an underground garden. A magical light causes the plants here to grow.

This is the first time we can have a proper, long conversation with Harding, where we learn about her relationship to Varric and the Inquisition as a whole, and how she came to serve in the first place.

We also get some info regarding her and Varric’s hunt for Solas, as well as her opinion on him. She tells us that, yes, as a Tevinter resident, we may see Solas as a foreign concept, something that shouldn't even exist, an insult to the Chant of Light, but he was something else at Skyhold. As an Imperial Andrastian, we dismiss any notion that Solas may truly be a god. Instead, however, we are fully ready to accept him being a very powerful mage with god-like powers.

The Garden also serves another function: Here, we can plant and gather ingredients to brew or increase the potency of potions to help us along on our adventures.

 

The Meeting Chamber

This is basically Dreadwolf’s version of the war room. Here’s where all the mission briefings happen. We can also often find reports from across all Thedas. Who knows, we might even have our own version of war table missions later.

This is one of the areas Varric often occupies, like in this case. We can ask him about how his story began, even though we know the official, famous version of it. If we like, we can listen to some brief recaps of the past few games through his point of view and how it seems like he just can’t get out of this shit.

We can also inquire as to what’s happening in Kirkwall right now. Varric, who is still the Viscount, says that he left Aveline in charge while he’s on this job. It is still the shithole it was years ago, but it is improving, at least he hopes so.

Of course, there are more rooms on the Dumat, but we shall unlock them as we move on through the story and add to her expanding crew. So I shall simply add on to them as we go along.

 

Upgrades

Let’s touch on the topic of upgrades now. I think the Dumat is an excellent opportunity to bring back a proper system to upgrade our base. Vigil’s Keep had one, Skyhold had…a very lite version of one, the Normandy had a pretty cool one in ME2. If anything, I believe we should be inspired by the Normandy when it comes to this.

There are story-relevant upgrades, as well as flavour and aesthetics. And all of them can be purchased from Isabela. The upgrades we have available to us at the beginning of the game are as follows:

  • Cloaking Runes: Give the Dumat a way to blend into the environment, rendering her effectively invisible seamlessly.
  • Dragon’s Breath: Provide the front of the ship with a powerful runic beam that she can fire from her maw.
  • Greater Movement: Provide more freedom of movement to the ship, causing her to be more fluid and less static.
  • Restoration Pool: Add a green-shimmering pool to Rook’s chamber, allowing him to reskin and respec.

Now comes one of the effects of disbanding the Inquisition: none of the upgrades have been commissioned and applied yet. Isabela explains that the Inquisition doesn’t have as many resources as it once did, and what it did have was mostly used to construct the Dumat.

Had we kept the Inquisition the big official organisation, we would be having more funds now, and those starter upgrades, as well as some decorations, would have already been purchased. But as it stands now, we’re going to have to provide the cash.

 

Mission Briefing

When we’re done exploring the currently accessible areas of the Dumat, Rook, Varric, Harding, and Isabela all gather in the meeting chamber, where Varric introduces us to the first two missions we can choose from:

  • The Dread Wolf is one of the most elusive beings in Thedas right now. As such, we need someone who is an expert in finding even the most cunningly evasive people. As a Shadow Dragon, we immediately know the perfect candidate. That would be Neve Gallus, our private investigator ally operating from Minrathous. As we recall, she’s currently looking into Laskaris and those blood collars that are meant to be used in the war against the Qunari. If we help her out, she can be persuaded to join us.
  • The Dread Wolf is an ancient elf, a god to many even. As such, it takes someone with great knowledge of the ancient elven world to figure out how exactly he plans to tear down the Veil. Varric would have usually suggested Merrill, but he hasn't been able to reach her in a while. Instead, his choice falls on Bellara Lutare of the Veil Jumpers, an absolute expert on ancient magic and Arlathan as a whole.

We now have a choice between us. Do we travel to Minrathous and assist Neve in her blood collar case? Or do we return to Arlathan Forest and seek out Bellara? One way or another, we need both of them.

Notes:

And there you have it! A bit of a shorter entry this time around, but I really just wanted to give a bit of an overview as to what the Dumat is going to be like. There will be more, of course. Next time we shall head back to Minrathous to recruit Neve Gallus. Stay tuned!

Find the Veil Jumper version of this chapter on Tumblr: https://www. /drakorn/779848172758597632/rewriting-veilguard-part-9-the-dumat?source=share

Chapter 10: Act 1 - Part 2: Neve Gallus

Summary:

Rook departs to Minrathous to recruit Neve Gallus for the fight against Solas.

Notes:

Hello everyone, and welcome back! This is going to be a longer chapter once again, for we are going back to Minrathous to seek out and recruit Neve Gallus. And this is, as you might already suspect, going to be quite different to how Veilguard did it. Have fun!

(See the end of the chapter for more notes.)

Chapter Text

Act 1

Part 2 - Neve Gallus

 

 

Now that we have thoroughly explored the parts of the Dumat currently available to us, it is time to embark on our first main mission, and it is, shockingly, a companion recruitment.

Last time, we were presented with a choice: do we head back to Minrathous and recruit Neve Gallus, or do we travel to Arlathan Forest and find Bellara Lutare? Well, in this playthrough, we choose to go to Minrathous first. First of all, as a Shadow Dragon, it would be great to go and check out how things are following our departure, and we already know Neve. It should be easier to get her.

So, in Veilguard, Neve doesn’t really have much of a recruitment mission. We find her in the opening mission and she follows us to our confrontation with Solas. Well, in this chapter of the rewrite, we shall be incorporating elements of that original opening mission that are still good to be used, but we’re going to change some of the context around them to turn them into a Neve-exclusive recruitment mission.

Simultaneously, we shall also be looking at how to introduce the Shadow Dragons as a faction into the main story.

So, without further ado, let us dive in. This is how Neve joins the party in our rewrite project.

 

Accepting the Mission

Continuing from where we left off, Rook chooses to travel to Minrathous in order to find and recruit Neve Gallus for our fight against Solas. And here is something I would like to establish pretty early on: Solas is still the big threat at this point in the game. Stopping him is our number one priority. We don’t know anything about Elgar’nan and Ghilan’nain yet. There is no Sixth Blight yet. The great ritual that unleashes all of that has not yet begun. This means that all the companions we recruit and all the efforts we undertake right now are to stop Solas. You can therefore expect some changes in how we recruit the other companions here so that everything fits this context.

I’m doing this for one pretty obvious reason: We need to have some payoff after Trespasser. At least for a good first chunk of the game, it is the sequel to everything that’s been set up there. The Evanuris are a great threat in their own right, but they deserve some proper build-up as well.

After choosing to go to Minrathous, Varric grunts and comments on how we’re about to return to the most despicable city he's ever laid his eyes upon. Minrathous…is not a nice place. And we’re doing the lore-accurate Minrathous, not the sanitised one we see in Veilguard. This was one of my biggest critiques of the vanilla game: Minrathous is just too nice of a place to be in. It’s supposed to be nice only for the Tevinter upper classes. Everyone else works and suffers. It’s pretty much a dystopian society. Like, Kirkwall and the fucked-up shit we saw there is just a pale imitation of what awaits us in this city.

Once all is decided, Isabela enters the meeting chamber, and Varric tells her to set a course for Minrathous. She whistles as that’s a pretty eager first destination, but she is ready to test her new ship that way. She tells us all to relax and enjoy the voyage.

What follows is a cinematic of the Dumat gliding through the depths of the Nocen Sea like some kind of gigantic sea monster.

 

The Silence

At some point, we’re approached by Varric who instructs us to follow him. Joined by Harding, we enter a previously unseen part of the ship. It looks like a dock, but without water. Instead, suspended in the air, we see another submarine, much, much smaller. This one only fits a few people, but is of an equal dragon-shaped form to our main vessel, except much leaner.

Isabela introduces us to the Dumat’s precious little daughter, the Silence, a vessel meant to detach itself from the main ship to approach a chosen destination in a much more clandestine manner.

I would like the Dumat to remain the main base in the deep waters. The problem with that is that the image of such a gigantic submarine trying to wind its way through city canals is kind of ridiculous. So we need a bit of a smaller boat to fulfill that function, one specifically reserved for Rook and the party. This is our main way of reaching our actual mission location.

I named her Silence because Dumat is the Dragon of Silence, but I’m pretty sure everyone who’s reading this is well aware of that, so I won’t be dwelling on it for too much. Rook, however, being from Tevinter, finds it slightly amusing how the ship is designed and named after one of the Old Gods, and wonders whose idea that was. Varric comments that it was the result of a long discussion between various people, and ultimately nobody could think of anything better.

Anyway, Rook, Harding, Varric, and Isabela board the Silence, and Isabela immediately takes the wheel. Varric urges us to watch along, in case we ever need to navigate her ourselves.

In a short cinematic, the dark stone floor beneath the Silence opens and she drops down into the seawater. Varric tells us that he’s arranged for a meeting with the Shadow Dragons in their underground lair. They know better than anyone how to reach Neve Gallus in a secret manner. We look forward to seeing our people again, and would love to catch up with Maevaris again.

Harding then speaks of the last time she and Varric have been to Minrathous, and it was, incidentally, on their hunt for Solas a while ago. It was the culmination of a goose chase that led them across half of Northern Thedas, including Arlathan Forest. They learned that Solas was collecting various Venatori artifacts and freeing slaves in the process. Ultimately, Solas narrowly escaped after presenting her and Varric with the choice of either pursuing him or helping the slaves he freed to remain free. This is a reference to the story depicted in the Missing comics. Varric, of course, returned to Minrathous a bit more recently to hire us for the cause. Rook is a bit surprised to hear that Solas would be interested in freeing slaves, to which Varric tells us that there may be some things we don’t yet know about the Dread Wolf, or Ancient Elvhenan in general. When we begin to press further, we’re told to ask the Inquisitor when next we meet, as she can provide the best account of what she discovered by far. We make a mental note to ask her when the opportunity presents itself again.

 

Arrival in Minrathous

When we first arrive in Minrathous, we don’t really see it yet, as we’re approaching the city from underwater. What we do see, however, are the hulls of several ships heading here and there, strange fish swimming about, magical crystals keeping the water clean. What we also see, as we pass them, are several sunken ruins. There are palaces, walls, castles, shipwrecks, and also, beneath all the Tevinter rubble, Ancient Elvhen architecture. Rook immediately recognises it for what it is. Minathous, like so much of Tevinter, was built on the bones of Ancient Elvhenan. Anyone who spends some time doing proper research will know this. Rook being from Tevinter was one such person. Varric isn't surprised by this at all, he learned it from Dorian a while ago.

From his pocket, Varric produces a sending crystal and contacts someone. He soon gets a response on the other end, and we recognise the voice as Maevaris. We give our greetings, and she is happy to hear our voice again. In order to enter the Shadow Lair from the waters, she instructs us to swim beneath the sunken statue of a halla. We have heard of the statue ourselves but never seen it before, since, until now, we had no way to actually navigate underwater.

Isabela immediately looks for the landmark and finds it straight away. Beneath the sunken remains of an ancient halla statue, the Silence enters a dark cavern. Immediately, a set of glowing crystals attached to the Silence’s outer hull illuminate our surroundings.

Varric thanks Maevaris, we’ll see each other in a bit.

 

The Shadow Lair

The Silence moves through a few more dark flooded passages, until we finally break through the surface.

We now find ourselves in the Undercity, which we already got a glimpse of in the Shadow Dragon origin.

The Silence docks right at the entrance to the Shadow Lair, the headquarters of the Shadow Dragons. We are immediately greeted by Maevaris in person, who is glad to see us all again, especially Varric.

Being a Shadow Dragon ourselves, we don't need any kind of introduction to this place and go straight into speaking with Maevaris. Maevaris never met Solas, but she knows enough from Varric and Dorian to grasp the scope of the situation.

We then state that we came to recruit Neve Gallus, a decision Maevaris approves of. However, we need to actually meet with her first, and it might be difficult to get her to leave straight away as she’s in the middle of something.

We then get confirmation that, indeed, Neve has been on Laskaris and the Venatoris' trail ever since the events at the Coliseum. We're only too eager to assist her in this. Finally we can fight the Venatori again. Perhaps the two forces are even linked to some degree, though Varric disagrees with the notion, since Solas absolutely detests slavery.

We are then informed that a meeting with Neve has been arranged at a bar in Dock Town, where we shall learn more about the case she’s currently on. If we help her, she will be more inclined to join us.

Maevaris introduces us to the Templars Rana and Brom, who we remember from Tevinter Nights. Rana does appear in DATV as a friend of Neve’s, but Brom somehow died between the book and the game. In this rewrite, I would actually like to show a bit of Brom before that happens.

Before we head off into Dock Town, we get a small chance to explore the Shadow Lair and talk to some of the Shadow Dragons.

  • We get a little scene between Varric and Maevaris in which they talk about being family again. Maevaris hopes his more frequent visits to Minrathous won't suddenly stop again.
  • We encounter and can have a chat with Lorelei, catching up with her, telling her about the slaves we freed.
  • We can talk to Rana and Brom and learn a little about Imperial Templars. They also mention how they helped Neve in stopping a Venatori called Aelia from releasing a powerful demon beneath Minrathous a few years ago, which is something that can be read in Tevinter Nights.
  • We can talk to Harding and how it feels for her to be back in Minrathous. Last time, they were hunting for Solas, and nearly even got to him, but he used their shared desire for freeing slaves to get her and Varric off his trail. Personally, as a farm girl who grew up in Ferelden, Harding finds Minrathous to be both overwhelming and daunting as it is so far removed from anything she is familiar with.
  • Rook gets a quiet moment for himself by gazing at the traces of Ancient Elvhen architecture within the Undercity, reflecting on how Tevinter truly did sink Arlathan into the ground, in more ways than one.

Once we are done exploring, we talk to Rana and Brom and head into Dock Town.

 

Dock Town

We leave the Undercity through the vast catacombs and sewers. Rana and Brom know how to navigate the tunnels, and so do we. The Shadow Dragons reside in an especially labyrinthine part of Minrathous’ underground to avoid being easily discovered by the Magisterium.

When we first see Dock Town, it’s late afternoon, but it feels like nighttime. A seemingly permanent shadow, cast by the splendorous towers and palace of the wealthier areas, looms over the entire district. There is an immediate sense of dystopian oppression. These truly are the slums of Minrathous. Rook acknowledges that yes, unfortunately, Tevinter mostly feels like this when you're not an Altus.

Rana and Brom tell us to stay with them and not to go off on our own. We wouldn't want too many people recognising us as Verus Mercar.

And thus begins our long walk through Dock Town. We can either go to the bar in a straight line, or take the time and encounter some interesting details on the road:

  • A bunch of slaves are being marched off to one of the Imperium’s battleships, conscripted into the war against the Qunari. We can very well take a guess that this is the Salvatio Initiative on display. It seems they are trying out the method in Dock Town already.
  • A guard chases down a small elven girl into an alleyway, intending to apprehend her. We can ignore it or chase after them. In our case, we follow. As the guard tries to grab her, Rook steps in. Since we're a Mercar, and a Laetan at that, we can use our status to order him to leave the girl alone. Charon Mercar is a respected Legatus, so the guard follows suite, and leaves us alone. The elf is revealed to have stolen a loaf of bread from her master’s kitchen, with the intention of feeding her family. Rook offers to take her to the Shadow Lair, her and her family, where they can be taken care of.
  • A Chantry brother stands on a pedestal and preaches to the poor people of Dock Town that they should consider enlisting into the Imperial Legion to fight for their home against the savage Qunari. Joining the legions will guarantee a better life should they return home. Some people, indeed, do enlist, and the legionnaires take them away. Varric sighs and muses that the Magisters commanding the legions will certainly make sure that those poor wretches are the first to be slaughtered. Rook says that there are still some people like Charon within the Legion. There is still some hope left.

Alongside these more specific, scripted encounters, we see other things such as crumbling buildings, shady people lurking in the alleyways, beggars on the streets, guards and slave hunters patrolling everything, and an overall dark, rainy ambience. The idea here is to convey the atmosphere of Dock Town as efficiently as possible. This is the worst place in Minrathous, at least on the surface. There are things in the catacombs and the Undercity that we shall delve into a little later.

 

The Bar

After a while, we reach the bar. It’s been purposely chosen to meet at one of the lesser-known places to avoid attracting too much attention.

The moment we enter, we see just how seedy the atmosphere here is. The lights are dim, the servers don’t look us in the eyes, and the few patrons that are there keep to themselves in huddled conversations.

And now we’re going to adapt a scene from DATV but recontextualise it to make it fit into the rewritten narrative. In the very first mission, we enter a bar somewhere in Hightown to look for Neve but find that it has been overtaken by Venatori who laid a trap for us. Let’s take a close look at this scene and expand on it a little.

So, Rook, Varric, Harding, Rana, and Brom all sit down at the table and wait for Neve. But she just isn’t showing up, which is strange because, actually, she should have been there by now. Rana remarks on how Neve is always the first one at meetings like this one.

Varric leans back and tells Harding to take a few looks around. Harding notices that quite a few of the patrons are looking their way. Varric adds by noticing all of them carrying some kind of weapon. And that glint in the barkeeper’s eyes...oh yes, he saw that shit in Kirkwall all the time whenever someone was to get ambushed at the Hanged Man. He even saw Isabela plan some of those ambushes herself. Then, Brom points out that one of the men in the back should be in the dungeons. We look at the man, and recognise him as a Venatori the Shadow Dragons helped hunt down a while ago. Varric chuckles and sighs. “Well,” he says, “that’s how all the great stories begin. With the seediest bar in town, and a missing contact.”

At this point, the bar guests stand up and slowly begin moving towards us, including the bartender. She sits down at the edge of the table and looks at us rather cockily. At this point, Rook asks about Neve Gallus’ whereabouts. The barkeeper chuckles and tells us that we’re in no position to make demands or ask questions at all. The Venatori knew we would come. And now, we are going to fight. Unless...

Rook has a moment to quickly choose what he wants to do:

  • We could threaten the Venatori by having Varric and Harding talk about their past experiences with them.
  • We could threaten the Venatori by having Rana and Brom declare themselves as Imperial Templars, who have the full authority to arrest them.
  • Origin and class-specific: We could flaunt our status as Mercar, and a Laetan at that, to get the Venatori to back off.
  • Or we could fight our way through this whole ordeal.

Since we don’t want to expose our allies’ identities, Rook steps up and recounts the accomplishments of Charon Mercar and he's just a Soporati in their eyes. But Rook is a mage, and he only learned from the best. They would do well to think twice before engaging them.

Sufficiently intimidated, the barkeeper admits that Neve was taken to the Erimond Estate in Hightown. Ah yes, that name means a lot to us. We even saw Felicia at Laskaris' gathering.

Following the little display, we leave the bar. Varric is impressed with our ability to de-escalate a situation like this. It makes him even more certain of having picked the right person for the job. But he is worried that we revealed ourselves so freely. Rook states that's still better than revealing the rest. And besides, Solas likely doesn't work with the Venatori anyway.

Now, we are, of course, familiar with the name Erimond from DAI. Livius Erimond was the Magister who, on Corypheus’ orders, corrupted the Grey Wardens of Orlais and caused them to sacrifice their own to unleash a demon army. He was apprehended by the Inquisitor. But his sister, Felicia, still roams freely, as seen in Tevinter Nights. In the years following DAI, she has assumed the role of Magister Erimond and now owns a large portion of the Slave Bazaar.

Rana and Brom know that getting to Erimond Estate, especially with Venatori involved, will be difficult. There are most likely more Venatori patrolling the streets, which might cause all kinds of skirmishes. We are now presented with a choice:

  • We could try to sneak into the Erimond Estate with all our people. Getting to the place will be tougher and there are likely going to be fights waiting for us.
  • We could volunteer to be brought into the Erimond Estate as an escaped slave, with Rana and Brom as the Templars who caught us. We will avoid all skirmishes until we set foot into the estate. But once we’re there, we’re on our own until we find Neve.
  • Origin-specific choice: We can dress up as patrolling legionnaires, given how they still have a large presence in Minrathous. Being the son of a Legatus, Rook knows the proper procedures.

We let the others know of the third option, to which everyone agrees wholeheartedly. Good that Mercar knows so much. Rana and Brom will accompany us, since they're Templars. Brom even mentions that there is currently a military parade going on in Hightown, so it would be a perfect masquerade. In the meantime, Varric and Harding will go and alert some of the Shadow Dragons to act as potential back-up should things go awry.

We bid a momentary farewell to Varric and Harding and make for Hightown with Rana and Brom.

 

Hightown

We get treated to a cutscene that shows Rook approach a lonely legionnaire. After knocking him out, he drags him into a corner, and emerges in his armour. We then reunite with Rana and Brom and make our way into Hightown. This is an absolute contrast to the Minrathous we saw in Dock Town. This part of the city is rich, vibrant, glittering, with magic at absolutely every corner. This is the Minrathous all the stories speak of.

In the distance, we see great landmarks such as the Archon’s Palace floating in the sky, the Argent Spire looming over everything, the Circle of Magi, once a Temple of Razikale, shimmering in arcane lights; and everywhere we look, we see richly dressed people, guards, soldiers, magisters, but also rows upon rows of chained slaves being ushered around, as well as slaves tending to their masters and being mistreated whenever they do something wrong.

Our plan is simple: get to the Erimond Estate without arousing suspicions, and releasing Neve Gallus. We then see a march of freshly enlisted mage legionnaires, children of magisters and wealthy laetans, parading down the road, towards the harbour. Soon, they shall sail against the Qunari in Seheron. Everyone praises Imperator Laskaris for finally seemingly getting an edge against the Antaam. The new warriors are escorted by Knight-Commander Lenos and other high-ranking members of the Imperial Templar Order. Rana comments on how the Divine and even the Archon will likely personally see them off. To make the illusion seem as real as possible, we follow along, marching with our fellow legionnaires. The parade will head directly past the Erimond Estate, we can just slip away when it's time. And while we're parading around, we can see a few things:

  • We see the two Juggernauts, the gigantic golems that have existed in Minrathous since the days of the First Blight. They are currently in the process of being brought to the Dwarven Embassy to have new runes applied to them, should war come to the city.
  • In the far distance, we see one of the floating towers threatening to collapse. For a few moments, it falls towards the surface, but then mages reach out and reinforce the spells, keeping the structure afloat.

Overall, Hightown invokes incredible splendour, but given what we’ve seen of Dock Town and the Undercity, we get a greater sense of the sheer dystopia that is Minrathous.

At some point during the march, we move forward, and find ourselves, shockingly, facing our own father, Charon Mercar. He's alive after all. We can choose to either keep our cool or reveal ourselves to him. Verus is a bit emotional, so he gives himself away. But...Charon doesn't recognise us. He simply orders us all around and threatens us with disciplinary action should we step out of line again. There is something about his face...his eyes glow in a slight red. As we look at his neck, we can barely see the traces of a blood collar. He's still being controlled by Laskaris. Before we can do anything, Brom points out that we have reached the Erimond Estate. We vow to save our father as soon as we can, and move away.

 

Arriving at the Erimond Estate

At one point, we finally reach the Erimond Estate. It is a dark castle-like building standing amidst a lush but soulless-looking garden. Rana and Brom stand beside us and we march towards the doors looking as official as possible. The plan is to convince whoever opens the door that we're here for Felicia's safety.

Upon reaching the main doors, we are stopped by a mage by the name of Crispin Kavlo. As we know from Tevinter Nights, Kavlo is one of the Venatori and a close associate of Felicia.

Kavlo demands to know what we're doing here. We can either let the Templars do the talking or chime in ourselves. Since we're playing on high Charisma, we convince Kavlo that we're here to provide safety for Magister Erimond, on orders passed down from the Imperator himself. Kavlo thinks for a moment but then lets us in.

What follows next is a cutscene of Kavlo and a few lower Venatori grunts leading us through the estate, towards the dungeons, as there seems to have been a crisis downstairs involving their newest prisoners. Many guards did not return from there.

 

Neve Gallus

We enter the dungeons of the Erimond Estate and find ourselves looking at a strange image: everything is frozen. And we’re not even the first Venatori to arrive, as several other grunts stand scattered around the dungeons, all frozen solid.

Just as Kavlo begins shouting in confused rage, a lonely figure steps out of the icy fog before us: Neve Gallus. She’s frozen up all the Venatori and was just waiting for more to show up so that she has an easier time dealing with Felicia later.

Kavlo wants to leave but Neve freezes the door shut. Kavlo howls at us to subdue Neve. That's when we drop our charade and take off our helmets. Neve is happy to see the three of us. We immediately side with her against Kavlo.

A mini-boss fight ensues in which Rook and Neve go up against Kavlo and the Venatori, assisted by Rana and Brom. A small gimmick here is that Kavlo will occasionally unfreeze some of the grunts to add to the number of enemies, and we can prevent him from doing that.

Once Kavlo is defeated, he’ll spout some Venatori dogma to us before Neve utterly disarms him. She then immediately asks for our opnion on what should happen to Kavlo. We could:

  • Kill him.
  • Let him live for now and find a better use for him later.

There is sense in keeping a Venatori hostage, we know that quite well. So we choose to let Kavlo live. Neve immediately freezes him, intending to thaw him later, once Felicia is dealt with.

We have a quick reunion with Neve, who didn't expect to see us back so soon. She recalls how Maevaris set up a meeting at the bar and deduces that we are the reason. We confirm this. The mission Varric took us on requires her help as well. When we ask her about the Venatori apprehending her, and she lets us know that she deliberately let them follow and imprison her because that would get her close to Felicia. If we help her apprehend her now, she will join us on our mission without question. She has a feeling she’s going to need to lay low for a while after this stunt anyway.

Neve lets us know that Felicia is somewhere on the upper floors of the Erimond Estate. Even though she managed to freeze some of the Venatori in the basement, there will be more. But since we’re both capable fighters, this shouldn’t be a problem. She then talks to Rana and Brom and suggests they keep the lower floors clear and bring some back-up. We might need it. The two Templars agree and leave, whereas the two of us have a Magister to catch.

 

The Erimond Estate

We now have a pretty simple goal for the rest of this quest: fight our way through the Erimond Estate and confront Felicia. Together with Neve as our companions, we leave the dungeons and get right to it.

Aside from encountering a few groups of Venatori in the various rooms and corridors, there are a few other encounters we come across:

  • In a small chamber, we come across some of Laskaris’ blood collars. We destroy most of them except for one, which we take for further study.
  • Some slaves are in the process of being given the blood collars. We fight off the Venatori and release the slaves, telling them to stay put until the coast is clear.
  • We enter a room to find some of Laskaris’ legionnaires alongside a few Venatori. After fighting them, we find a map with planned movements across Tevinter, where the blood collars are to be tried and tested in the open. There seems to be a siege planned to retake Vyrantium from the Antaam.

Throughout our advance further into the Erimond Estate, we really get a sense for how wealthy such a single Magister is. We see arcane decorations everywhere, relics passed down from generations of Erimonds. It’s clear that this family has been around for quite a while. We even see a portrait of Livius Erimond on very open display, suggesting that Felicia does miss him in some capacity.

 

Felicia Erimond

At some point, we reach Felicia’s study and dispatch the Venatori guards outside. We enter and find ourselves in a large and lavish room, with arcane glyphs all over the floor.

Felicia Erimond sits at a very large desk and looks up, pretty unbothered. She wondered when Neve would finally show up. Then, she inspects us and recognises us from the Coliseum. She's quite frankly surprised that we're still alive. Neve immediately notes that Felicia must have something up her sleeve, given her calm demeanour.

Rook directly asks her about the blood collars, to which Felicia simply responds with Laskaris finally having a vision so many before him lacked. Once the Qunari are subdued, they can finally restore Tevinter to its full glory and return the worship of the Old Gods. Enough with the profanity that is the Chant of Light.

Felicia reveals her staff, the tip of which shows a large glass crystal filled with blood. A few side doors open, and a bunch of slaves enter, who have already undergone the blood collar procedure. Now, they are all controlled by Felicia, and she orders them to attack us, unwilling to let anyone hinder her.

This is the first phase of the boss fight, in which all we do is go against the controlled slaves. Neve immediately takes note of the glyphs on the ground, urging us to activate them when the slaves are above them. We do so, and paralysation glyphs are triggered, immobilising the slaves. This is a little gimmick of this fight, where we can, with increased difficulty, trigger paralysis glyphs and get rid of the slaves in a non-lethal manner, until Felicia herself is dealt with.

Once all the slaves are taken care of, one way or another, Felicia herself joins the fray and attacks us with her full power. She is an accomplished blood and fire mage and unleashes spell after spell without really allowing us many breaks in-between.

At some point, if any of the slaves are still alive, she will attempt to drain them of their blood to heal herself. We have a few seconds to prevent her from doing that by unleashing all manner of counterattacks. If we fail to stop her and she does this at least three times, she will turn into an abomination, making the last stage of the fight additionally difficult. If we defeat her like that, she is killed no matter what.

For this playthrough, let’s say we’ve been good with our timing and managed to save all slaves from her blood draining. By the third time she attempts this, we shatter her staff and deal an ultimate blow that knocks her off her feet, ending the fight.

Since she is not an abomination in this outcome, we now get a choice. Neve urges to keep her alive so that we may extract further information from her. But we look at the slaves and what she did to them and find our anger rising. Here’s the choice:

  • Keep Felicia alive and hand her over for questioning.
  • Kill her and end any threat that could ever come from her for good.

Rook sees the temptation of just murdering Felicia on the spot, but he also sees the reason in letting her live. With great reluctance, we agree with Neve. Similar to Kavlo, Neve freezes Felicia, imprisoning her until she can be questioned later.

Before we leave, we get a chance to explore Felicia’s study. What we find is a ledger detailing many recent slave purchases and where they were sent to. We decide to take the book with us and hand it over to the Shadow Dragons.

 

Leaving the Erimond Estate

Once we reach the main hall of the Erimond Estate, the doors open and in walk Varric, Harding, Rana, Brom, and a few Imperial Templars led by Tarquin and Knight-Captain Jahvis, whom we remember from Tevinter Nights. We have a quick reunion with Tarquin, who's happy to see us back and in such a competent manner.

After a quick explanation of what transpired, we line up the frozen Venatori, Kavlo and Felicia first among them, which gets a whistle from Varric, who is surprised at how many deaths we managed to avoid.

We now have a choice at what to do with the Venatori:

  • Do we give them to the Imperial Templars? Doing so will ensure they get put into the most secure prisons, and all of Minrathous will know of their fate. However, it may also enable corrupt Templars to release them once again.
  • Do we give them to the Shadow Dragons? Doing so will ensure that they will disappear from the face of Minrathous and be held captive in the Undercity. However, this will put the remaining Venatori on higher alert and prompt more thorough searches for the Shadow Dragons.

We don’t really want to risk them being freed again, so we give them over to the Shadow Dragons, alongside the ledger and the freed slaves.

All in all, this mission has proven to be rather fruitful in terms of the yielded results.

 

Back in the Shadow Lair

We are back in the Shadow Lair and deliver our mission report to Maevaris, who is very much pleased with the outcome. With the freed slaves, the ledger, and the imprisoned Venatori, the Shadow Dragons now have their work cut out for them for the next few weeks. One big step closer to stopping Laskaris and bringing some light back to Tevinter.

Neve reunites with Varric and Harding, whom she remembers from the Missing comic, and Varric, of course, from the more recent event at the Coliseum. She asks if the job she’s about to be hired for concerns the Dread Wolf, which Varric confirms. Well, this time, Neve is ready to give it a shot by joining directly. Rook has proven himself a capable ally to rely upon once again.

With Neve recruited, we leave the Shadow Dragons for now, returning to Isabela on the Silence, who takes us back to the Dumat.

 

Back on the Dumat

We find ourselves back on the Dumat, with Neve Gallus as our new party member. Neve marvels at the sheer ingenuity by which this underwater submarine has been constructed. She expected the Inquisition to not have many resources left after its disbanding, but it appears she was wrong. She very much looks forward to seeing how this mission will play out.

From this moment on, Neve counts as one of our party members and can be found in a new area on the Dumat.

The completion of the quest also unlocks the Shadow Lair as an accessible hub for us to travel to and do some Shadow Dragon and Minrathous-exclusive quests. We shall touch on them more later.

 

The Study

With Neve now a member of our crew, we can access the ship’s study. It is located not far away from the meeting chamber and hosts several desks and boards to gather and display clues and evidence.

We find Neve there, who has made the place her own already. She commends the Dumat on being so active and silent at the same time, allowing her to fully focus on the evidence she’s studying.

Aside from being able to converse with Neve here, the room also introduces a fun little mechanic: We can track all of our choices and how they connect to outcomes and impacts further along. It’s all on display like one of those detective boards where all the dots and threads are, in some way, connected.

We also find a memory crystal here, brought from the Shaperate in the Dwarven Embassy. This allows us to replay missions, although we won’t be able to make any different choices, since this is meant to be just a memory of what we did.

 

The Other Rooks

And now let's take a look at how the other Rooks may have experienced some different elements to this mission.

 

Grey Wardens

  • Rook can offer the freed slaves the chance to join the Grey Wardens at Weisshaupt Fortress, recruiting them into their ranks.

 

Veil Jumpers

  • Rook is able to provide some additional history and theories on how Tevinter is built upon the bones of Elvhenan.

 

Antivan Crows

  • Rook can convince the Shadow Dragons to make Felicia Erimond a Crow contract, earning reputation for the Crows and getting some extra gold in the process.

 

Mourn Watch

  • Rook can summon spirits to inhabit some of the dead Venatori and create the illusion of the Erimond Estate still being occupied. This is only possible as a mage Mourn Watcher.

 

Lords of Fortune

  • Rook can raid some of Felicia’s belongings and sell them to a Lords of Fortune contact in Minrathous, earning the crew of the Dumat a significant amount of extra coin.

Notes:

Now that we have successfully recruited Neve Gallus, we have one other mission left, as you may remember: the time has come to travel to Arlathan Forest and recruit Bellara Lutare! And we shall look at that next time. Stay tuned!

Find the Veil Jumper version of this chapter on Tumblr: https://www. /drakorn/788425327336620032/rewriting-veilguard-part-10-neve-gallus?source=share

Chapter 11: Act 1 - Part 3: Bellara Lutare

Summary:

We head into Arlathan Forest and recruit Bellara Lutare for our fight against the Dread Wolf.

Notes:

Hello everyone, and welcome back! This time, we shall be heading off into Arlathan Forest to recruit our history nerd, Bellara Lutare. And, as you might by now expect from this rewrite, it's going to bring quite a few changes with it, even though the core concept stays pretty much the same. I'll let you see for yourselves, have fun!

(See the end of the chapter for more notes.)

Chapter Text

Act 1

Part 3 - Bellara Lutare

 

Now that we have successfully recruited Neve Gallus to our efforts against Solas, it is time to look for our other lead, the elven historian,  Bellara Lutare.

Let us take a closer look at the recruitment mission we did end up getting in Veilguard. After stopping Solas’ ritual, we end up back in Arlathan Forest and immediately run into the Veil Jumpers. We are then sent to find Bellara somewhere in the woods. When we do, she’s trapped in a Veil bubble, and so are we, so we need to find a way to deactivate it. We also learn that she was looking for an ancient relic called the Nadas Dirthalen, an archive spirit similar to the ones we saw in the Shattered Library in Trespasser. After fighting a few darkspawn and an ogre, we find the aforementioned spirit and take it with us. Bellara then joins our cause and travels to the base.

The concept itself does not sound bad. In fact, it does work on quite a few levels. First of all, this allows for us to quickly establish Bellara’s character as well as introduce some key elements of both setting and lore. The problem for me is, as is the case with much, Veilguard was very surface-level when dealing with this mission. For this rewrite, I shall be keeping the core concept pretty similar: We want Bellara’s help, so we need to travel to an ancient ruin that we can’t leave until our goal is accomplished, meet some resistance that was likely sent there by the main antagonist, have ourselves a boss fight before retrieving the relic, and get Bellara to join us once everything is done.

We not only need to introduce Bellara into the main story, but also the Veil Jumpers as a whole. So, without further ado, let us get right into it. This is our version of Bellara’s recruitment mission.

 

Accepting the Mission

After a brief rest, we return to the Dumat’s meeting chamber, alongside Varric, Isabela, Harding, and Neve. Our mission in Minrathous was a success, a big one at that. We not only dismantled a Venatori base and bolstered the strength of our fellow Shadow Dragons, we also got Neve Gallus on board our operation. Now, Varric says, while our lucky stars still shine, let’s head to Arlathan Forest and find Bellara Lutare.

We are quite eager to do that, but also slightly cautious. We are a Tevinter mage, after all. The last time Tevinter mages came to Arlathan Forest, things didn't really go all that well, to put it as mildly as possible. The Magisters sank Arlathan into the ground. We're not sure if we'll even be received well. Varric calms us down. After all, he knows people there. Strife, Irelin, and Merrill! Isabela visibly perks up at that. Merrill is there? Well, amazing! We can finally reunite after so many years. She so looks forward to seeing her again.

Isabela sets course for the Venefication Sea, where we shall reach the northern borders of Arlathan Forest. What follows is the usual cinematic of the Dumat disappearing into the depths of the sea.

 

Arrival in Arlathan Forest

Eventually the Dumat arrives in the Venefication Sea and hides somewhere in the waters north of Arlathan Forest. Varric lets Isabela know that D'Meta's Crossing, the settlement the Veil Jumpers hail from, lies somewhere in the middle of the forest, at the shores of Arlathan Crater. But we can board the Silence and take it upstream through one of the forest’s many rivers. Isabela is excited about the prospect of navigating through the river of a forest full of reality-warping magic. We board our beloved little vessel and set sail.

Neve expresses fascination at finally being able to see Arlathan Forest, but more so to study the reality behind the ancient tales. Did the Magisters truly sink Arlathan into the ground, or did something else happen and the tales are all that remain, however warped?

As a Tevinter mage ourselves, we once again express caution. Do we truly want to raise this question loudly when talking to the elves there? Varric agrees that it's best to not bring that up, yeah, at least not from us. Instead, we get a little introduction to what D'Meta's Crossing actually is, where we essentially get a recap of some of the lore we experienced in the Veil Jumper origin story, that the Veil Jumpers aren't all Dalish elves, they are also former slaves and prisoners of war who escaped the Antaam conquest. We wonder how Dalish and Tevenes may coexist peacefully, but Varric shrugs and states that it just works.

Isabela tells us that she sees a large opening ahead, and a few moments later, we swim out into Arlathan Crater.

Rook is immediately fascinated by the ancient and flooded ruins we can see around us. It almost reminds us of what lies beneath Minrathous' waters. Is this confirmation that Arlathan truly did sink? Where is the rest of this magnificent city?

 

Meeting the Veil Jumpers

The Silence reaches the surface, and we immediately get a view of D’Meta’s Crossing in the distance. A little further away, we see the Veil Jumper Camp hidden amidst the trees, and something blazes and flashes there.

We tell Isabela to bring us ashore. Once we dock somewhere relatively close to the Veil Jumper Camp, we exit our vessel and are immediately assaulted by something breaking out of the trees. It’s a giant construct, a sentinel of Ancient Elvhenan. There are hundreds of those scattered around the forest. Well, Varric says, we have to admit that our entry to Minrathous was much more welcoming.

We are thrown into a short fight between the sentinel and our growing crew. As it bursts apart, we are immediately beset by two more. As we gear up for another fight, a great bear leaps out of the forest, followed by a group of Veil Jumpers, led by none other than Strife.

While the bear rips apart one sentinel, the Veil Jumpers make short work of the other. Once the sentinels lie smoking on the ground, Strife turns to the one we destroyed and sighs. Yeah, there’s the third one.

He notices us and, in a slightly suspicious tone, asks us who we are. We choose to be truthful, and he raises an eyebrow at us being Tevene. Unknown Tevinter mages aren't exactly welcome in this forest. And there's two of us, even? Varric steps in and calms the situation. We're with him. Rook here is the one he recruited for...well...the wolf hunt. Strife's demeanour changes and he nods.

The bear grumbles, then turns into the second Veil Jumper leader, Irelin the shapeshifter (I will never stop complaining how her abilities weren’t even alluded to in Veilguard). We are taken aback. A shapeshifter? But those are incredibly rare! Irelin simply smirks.

Varric and Harding are quick to say hello themselves. Harding too has met the Veil Jumpers in the past, as is shown in the Missing comics.

We point to the sentinels and ask what this is all about. Strife sighs and tells us of a failed attempt to repurpose the sentinels to act as guardians for D’Meta’s Crossing, so that the village would still be safe whenever the Veil Jumpers have to travel to another part of the forest. Until that isn’t taken care of, they can’t move from here.

Okay, so to go on a short tangent here, do you see what we just did? We introduced the Veil Jumpers into the main story pretty much exactly like in the actual game. But we changed the context and interactivity to an extent that it makes it feel more focused on us, the player.

 

The Veil Jumper Camp

After initial introductions, the Veil jumpers take us to their camp. We notice that everyone is a bit on guard, especially when looking at us. When Strife asks us about the reason for our sudden visit, we tell him that we wish to recruit Bellara for our fight against the Dread Wolf, as we can very well use her expertise on Ancient Elvhenan. Irelin agrees with the sense of the idea but informs us that Bellara has not been seen in quite some time. Well...what about Merrill then, asks Varric. A sudden silence falls over the camp. We...don't talk about Merrill. Let's just say she isn't with us anymore. Isabela sighs disappointedly. Varric, however, is on alert. Where is she? We...shall speak of this later. But the Dread Wolf's influence hangs over the forest.

We then get a bit of intel on what transpired in Arlathan Forest. Recently, an earthquake shook the forest, short but still felt. Not long after, the mages felt a surge of strange magic emanating from somewhere deeper in the forest. Bellara set off to investigate it, and Irelin was about to organise a troop of Veil Jumpers to go after her. Well, we can guess why. The two were close once. But since we have conveniently shown up, as is the way of an RPG protagonist, we may take care of that. Find Bellara, and feel free to recruit her. Since we’re a mage ourselves, we can track the source of the strange magic. We just have to attune ourselves to it.

Right, so now we can either go straight for the mission and save Bellara, or we can hang around a bit, and even visit D’Meta’s Crossing. Well, we are completionists, so we choose the latter. We have a bit of time.

Exploring the Veil Jumper Camp will yield us the following encounters:

  • We can talk to Strife and inquire about the safety of D’Meta’s Crossing and the Veil Jumpers as a whole. And what is this about the Dread Wolf? Was he here? Well, no, he wasn't, not in person. The village is as safe as it can be under the current circumstances, but the Dread Wolf troubles him. So he knows about the Dread Wolf? The Veil Jumpers in general? Yeah, something happened recently that cast all doubts aside. Given what he heard from the Dalish in the South and Inquisitor Lavellan, he’s not even sure what to believe about Fen'Harel exactly. We recall that we were going to ask the Inquisitor more about the Dread Wolf when we get the chance to.
  • We can talk to Irelin as she’s currently calmly attuning to the forest’s magic. Rook comments on the successful bear transformation. And here we can actually ask her how she learned that skill, since shapeshifting is a rare and difficult art to master. She tells us to stop prying, we are not acquaintances yet. Even though Varric trusts us, she does not.
  • We can encounter Myrion of Ventus and finally be glad to see a friendly face from Tevinter. He tells us to give it time. After all, he made it work here, and so did several others.

 

A Visit to D’Meta’s Crossing

We can make a short visit to D’Meta’s Crossing before going off on our adventure to find Bellara. Right upon entering, we are greeted by Keeper Venalin, who is, as we recall, also the mayor of the village. He questions who we are, and is apprehensive to our Tevene nature, both ours and Neve's. And Tevenes in Arlathan Forest is a bit of a...tricky subject. The humans in D’Meta’s Crossing are Tevene, true, but he can attest to their good characters. We can either persuade our way past him, or let Varric handle the situation. In this case, we're playing on high charisma and convince the Keeper that we truly mean no harm. We're here to help the Veil Jumpers and save Bellara. Venalin relents and lets us pass, but warns us not to cause any trouble.

Once in D’Meta’s Crossing, we can have the following few encounters:

  • We can encounter Itha and Beldon Aldwir, the parents of what would have been the Veil Jumper Rook. They are currently in deep mourning, as their child perished while on an expedition not far from here. We give our condolences.
  • We can meet Eldrin and check on the halla grazing outside of D’Meta’s Crossing. Ever since the earthquake, they have been rather restless, no doubt due to the new, strange magic lingering in the air.
  • We can encounter Julius, Venalin’s assistant, trying to navigate the repairs of a fishing hut damaged by the earthquake. This almost reminds him of the Antaam attacks on Tevinter’s cities, even though this was nothing in comparison to what the Qunari did. Contrary to others, he is glad to see fellow Tevenes in town.

Once we have taken a bit of a look around, we head off into Arlathan Forest, in search of Bellara.

 

The Crack

Before we embark on the mission, I would like to introduce the concept of choosing our companions for quests. Since there’s now more than three, we have to start doing that. And yes, Varric is a companion for now, if his active participation is any indication. Rook is his second-in-command, not the full leader yet. Right now, he’s still trudging along with us as a mentor figure.

So basically, Veilguard at some point spoke of the companions having a life of their own, even if you don’t take them along for missions. And I very much remember hearing that those you don’t take with you will instead be doing other things related to the mission you’re on. And when they published that gameplay trailer with Weisshaupt being under attack, where Rook chose two companions but the remainder of the roster was still seen doing stuff in the background, I was very happy. But in the end, that only happened on a few occasions, and I would like to change that now. I think it can be done.

Before we embark on our mission to find Bellara, we can choose one other companion (since Bellara will be the mandatory companion here later). In this instance, we shall choose Neve. Okay, back to the story.

Rook takes a seat at the docks of D’Meta’s Crossing, closes his eyes, and breathes. Yes, indeed, he can feel a strange magic from somewhere deep within the forest. Once he is attuned to it, it’s impossible to miss. Neve feels it too, and frowns curiously.

What follows next is a short cinematic of our troop, sans Isabela, she’s no companion, travelling through the depths of Arlathan Forest, leaving Arlathan Crater behind.

Soon, the arcane pull gets stronger and stronger. At nighttime, we reach a huge and long crack in the earth, at the bottom of which we see a great forest. The strange magic comes from down there. This looks...gloomy. Not a place we would freely enter.

Well, there is no time to waste. Bellara is definitely down there, and we must find her. The decision is made to split the party to cover greater ground. Rook and Neve will go one way, Varric and Harding the other.

 

Into the Crack

Slowly, Rook and Neve lower themselves further and further into the crack until we reach the bottom. What we’re seeing down here is absolutely insanely odd. It seems as though this used to be an underground forest, hidden in a massive cavern. The earthquake, whatever that was, appears to have opened it. We come from Tevinter, the land of weird magic, and even we haven't seen many things as weird as that.

The source of the strange magic lies further in the forest, so we trudge ahead. A dark gloom hangs over the forest; the atmosphere is quite oppressive. Whatever this place is, something isn’t natural here. And the Veil is thin.

After a while, Rook and Neve suddenly find their way back blocked by a strange, dark mist. Whenever we step through it, we simply just walk out again, as if something inside caused us to do a 180-degree turn. We examine the mist and determine it to have been caused by whatever produces the strange magic further in.  This explains Bellara’s continued absence. It seems as though she couldn’t get out of the mist, either.

We move further through the forest until we reach a clearing. But then, we both feel something: demonic activity, a thinning of the Veil. Being mages, Rook and Neve both sense it at the same time, when suddenly a group of strange beings breaks out of the foliage.

Werewolves. But these are not the cursed humans from DAO who can be reasoned with. Oh no, these are wolves possessed by rage demons. And they are hungry, craving for meat and souls. We engage in a fight with the werewolves, which is tough but doable.

 

Bellara Lutare

At some point during our fight with the werewolves, another one of those ancient sentinel constructs breaks through the forest and beats the shit out of the last few beasts. At first, we ready ourselves for another construct fight, but then we notice an elven figure riding on its shoulders. Bellara!

The sentinel smokes and then breaks apart, sending Bellara tumbling to the ground. She quickly gets up and sighs. It seems her spell only worked for so long. She turns around and wonders who we are.

After a quick introduction, we tell her that we came to find and recruit her into the fight against the Dread Wolf. We need one of the best elven historians for the cause, or so Varric says. She...does know about the Dread Wolf, right? 

Bellara goes quiet and a shadow passes over her. Yes...she knows about the Dread Wolf, more specifically those working for him. She tells us of an expedition she was on only recently. It was her, a Veil Jumper by the name of Aldwir, and Merrill. Aldwir was killed by...well...the Agents of Fen'Harel. She still finds it hard to believe that one of the elven gods is seemingly walking Thedas right now, but it does explain why all the magic is acting so weird and chaotic. We notice that she hasn't mentioned what became of Merrill. Has she died as well? No, Bellara says bitterly, she hasn't.

Bellara agrees to join us if we help her uncover the source of the magical bursts within this forest. And she’s glad to have us. While this place is undoubtedly interesting, there is a darkness to it she has rarely felt anywhere before. And these werewolves are only one of the dangers she has encountered before. The sentinel she just found, however, was the only one so far.

 

The Forest of the Huntress

With Bellara finally at our side, we begin to traverse further into the strange and gloomy forest. As we do so, we encounter the following:

  • We fight some more werewolves and eventually come across a great tree with massive root-like chains wrapped around it. The werewolves seemed to have been kept here. Soon, we find another such tree, and another, and another. Has this been a place where werewolves were imprisoned But why here? Why in Arlathan Forest? No, Bellara muses. The werewolves probably weren’t imprisoned. What if they were here to guard something? Something perhaps to do with the magic we’re looking for, Neve adds to the theory. If this were true, and this forest has been undisturbed for as long as we remember, are we potentially walking through something from Ancient Elvhenan?
  • After a while, we come across a great wooden sculpture of Andruil, the Goddess of the Hunt, looming over everything.  This is interesting. Was this whole forest a sanctuary dedicated to her? Are the werewolves meant to be hunters? Guards? Prey? Bellara is ecstatic. If we weren’t in such a dire situation, she would be taking notes all day. Meanwhile, Rook asks for a lesson on who Andruil is exactly. We are no Dalish elf, and we have been, unfortunately, a little ignorant on their faith and history. Bellara gives us a short crash course on her.
  • On a few occasions, we take note of a strange raven following us through the forest. Whenever we try to get a closer look, it vanishes into the mist.
  • At some point, when the mist gets particularly dark, we find ourselves being suddenly chased by a large creature, the details of which we can’t truly make out. We try to fight, but it always vanishes just out of sight. At some point, a large appendage attempts to strike us, but a well-placed shot from a bow distracts it. The mist clears a little, and we see Varric and Harding standing on the other side of a ravine, urging us to run. We do just that and can see the creature pursue them.

 

Salshira

As we reach a moonlit clearing, we suddenly find ourselves facing a lonely elf. She looks to be a Dalish mage, by the looks of it. And she even bears the vallaslin of Andruil. Bellara doesn't know her, so she can’t be a Veil Jumper or a member of Clan Morlyn.

She speaks to us in a sad and hollow tone. When asked about her identity, she introduces herself as Salshira, once the First to the Keeper of a clan that no longer matters, for it is long gone, wiped out by Tevinter legionnaires for no reason other than sport, combat practice as they called it.

Now she is here, following her new calling. We choose to be rather cautious here, but still ask if she knows what this place is. Salshira responds by gesturing around herself. Prison, archive, hunting grounds, it was all the same to Andruil. So this does belong to Andruil after all. Yes, one of many traces she left behind that still causes suffering by simply existing in this world. But soon, all will be over. Once she retrieves what Andruil hid here long ago, this place will have served something good.

Bellara, with an edge in her voice, asks if Salshira belongs to Fen’Harel’s agents. For a moment, she hesitates, but then says that the Dread Wolf will return the world they had lost, the world of the elves, but free of the tyrants who called themselves their gods.

We are taken aback. The elven gods were tyrants? What does she mean by that? And what does she mean by "called themselves their gods"? Salshira scoffs at us. We are from Tevinter. We, better than anyone, understand tyrants who praise themselves as higher beings. Corypheus comes to mind. She summons a bunch of werewolves for us to fight, and disappears into the mists.

Once the werewolves are dealt with, we have a short discussion amongst ourselves. What did Salshira say? Fen’Harel claims that the gods are evil? Neve cynically says that she wouldn’t at all be surprised by that. All gods seem to turn malevolent after a while, referring to what became of the Old Gods. We agree with Neve on that, which upsets Bellara. We can't just buy into the Dread Wolf's deceptions like that. That's what he wants us all to believe. He has always been a great deceiver, that's how he imprisoned the gods. Nevermind, we must press on.

 

The Hunt in the Dark

After a while, we finally come upon the entrance to a cave. All of us are sure that whatever is emanating the strange magic is coming from down there. Before we can get down, however, we are suddenly alerted to howling in the distance. As the mist clears a little, we see Varric and Harding being pursued by a particularly large pack of werewolves.

Okay, so now we have a choice:

  • Do we save Varric and Harding from the werewolves? Salshira will definitely get the advance then, and she is an agent of Fen’Harel.
  • Do we pursue Salshira into the cave and hope to cut her off directly?

While it is paramount that the Agents of Fen’Harel do not receive the power of whatever is down there, we can’t just leave our companions like that. Rook calls for Neve and Bellara to follow him. We have to aid our people.

After a short run through the dark mists, we come onto a clearing, where Varric and Harding are slowly being encircled by the werewolves. We immediately rush to their aid and have ourselves an epic standoff where the entire party fights as one unit.

And here’s how this works. Rook obviously still only has direct access to the chosen two party members, but the others fight next to us as friendly NPCs. It’s rather easy and very doable.

Following the battle, we check up on Varric and Harding. Varric thanks us for the aid, but chuckles that the werewolves are the least dangerous thing down here. Harding tells us that they got a very good luck at the giant thing that’s been pursuing them earlier...in fact, both the dwarves and the werewolves started off fleeing from it.

When we inquire about the nature of this strange beast, we hear a monstrous screech, and the trees part to reveal a giant arachnid-like scaly creature. Bellara instantly recognises it for what it is. We are looking at a Varterral.

 

The Varterral

So, I was a bit disappointed that neither Inquisition nor Veilguard featured any of those things, even though we constantly come upon elven ruins they would realistically be able to guard. Well, in this rewrite, we get to fight a Varterral again. And it being an early-game boss this time around just showcases how the stakes have risen.

All of us swear as the Varterral attacks and engages us in a most brutal fight. Even the combined might of all of Varric and Rook’s crew isn’t enough to make this an easy fight. But is a very atmospheric one. At some point, the mists lift a bit, and we see Andruil’s wooden-carved face gazing down on us, illuminated by the moonlight.

At some point, the Varterral finally collapses and dies. Rook and company allow themselves a brief moment of respite. This is definitely not what any of us were expecting when coming here. Well, we need to hurry up now, Fen’Harel’s people might be closer to the magic than we realise.

 

The Cave

With our entire party in tow for the final stretch, yep, us helping with the Varterral did that, we quickly make our way into this strange cave. Before we do so, the raven that has been following us all this time flies ahead. Rook has a visible question mark above his head regarding that bird, whereas Harding looks on in amazement and recognition, while Varric chuckles in a resigned way. But neither elaborates on that. We’ll just have to see what happens.

As we move further and further down into the cave, we can see a few things on the way:

  • We see several empty chambers of what appear to be prison cells. In some of them, we get haunting echoes, wisps of the past, that make us feel a sense of great pain and anguish, and all for some darker purpose. Andruil’s followers seem to have been torturing people here.
  • The further we descend, the less the cave feels like a cave. All gets replaced with ancient elvhen architecture, in a strangely more preserved state than anything we have seen in the forest.
  • At some point, another strong pulse of magic surges through the cave, and we realise that we have to really hurry up now. The Agents of Fen’Harel have arrived at the source of this strange power. Ooooh crap. Varric certainly hopes this isn’t going to propel Solas’ Veil-tearing plans forward.

 

The Red Chamber

We make our way to the deepest part of the cave and find ourselves in a spacious chamber. The very air in here feels evil and wrong. The ground seems to be slightly uneven, and as we look down, we make a horrifying discovery: we are not walking on ground at all. We are walking on countless petrified corpses, elven corpses.

In the centre of the chamber, we see a large crystal sphere made of Red Lyrium floating in the air, drenching the whole area in a dark, crimson light. Varric gasps. Oh, how he hates that stuff. But what is it doing here? What even is all of this?

Beneath the crystal, we see Salshira. Slowly, she turns to us and gestures around. Behold, this is who Andruil truly was. So many elves sacrificed to fuel her own power. A massive blood magic ritual, performed in the bowels of the earth to protect this entire place. And all to hide this from the world, and she points to the crystal. Now, we can see that something is concealed inside. A strange object. But all is blurry, and we can’t make out any details.

Rook is, quite frankly, horrified at what he’s seeing and what the implications to all of this are. This is something he expected to see in a Venatori's dungeon, not here, not like this.

Salshira extends an offer to Bellara: they are both children of Elvhenan, she should come with her, join the Dread Wolf in his endeavour to restore the world as it is meant to be. And it won’t have the Evanuris in it. Fen’Harel is no destroyer; he is their saviour.

Bellara refuses. The Dread Wolf is a deceiver, and Salshira has fallen for him completely. Aldwir died by the hands of his people. They were all betrayed by Merrill. Varric is taken aback. What? Merrill? An Agent of Fen'Harel? Bellara sighs. Yes, Merrill joined the Dread Wolf. On their expedition into a Temple of June, they found a strange object, a hammer. Then...an Eluvian opened, and Fen'Harel's elves appeared, led by one who seemed ancient too. The Dread Wolf's influence is everywhere. And nobody is joining him anymore, as long as Bellara can prevent it.

Salshira accepts, albeit disappointed, then cuts open her palms and performs blood magic on the crystal. Well, shit, here we go.

What follows next is a fight with Salshira, in which she uses the combined powers of blood magic and Red Lyrium to collapse parts of the chamber around us. At some point, she even resurrects some of the dead and ancient elven corpses to use them against us.

On occasion, the strange black raven circles the arena and points us to crucial parts of the Red Lyrium we can attack, as it starts spreading out. When we do so, Salshira is momentarily stunned as the spell bounces back on her. At some point, Salshira tries to summon the Varterral, but aha! Gotcha! We got that bastard first!

Eventually, after a long and horrifying fight, the Red Lyrium shatters and wounds Salshira. She collapses before us. But instead of expressing fury, she simply succumbs to her despair, crying at how she failed to aid the Dread Wolf in bringing about a better world. All she wanted was her people to be safe after millennia of tyranny, not just from Tevinter, but from those who called themselves our gods.

In this moment, Rook chooses to be merciful. Instead of delivering a deadly blow, we comfort Salshira. We may be from Tevinter, and our ancestors have probably done great harm to the elves. But we swear by the Maker, we shall fight for a better world. But we will not destroy it in the process. We are only sorry that Salshira can't see it through her hatred. Salshira sighs, and dies.

A moment of silence follows, and Rook intends to carry Salshira away from here. She deserves a proper funeral at least. A persuasion check on Bellara convinces her to show us proper Dalish rituals to do that. Better than leaving her here to rot.

 

The Nadas Dirthalen

We then head over to the strange object that was previously hidden away within the Red Lyrium. It looks to be some sort of orb, or round container, made of dark, obsidian crystal.

Suddenly, Bellara has a most strange reaction. She somehow feels drawn to the object, saying how it feels strangely familiar to her. And bear in mind, she’s the only one who feels that way. This is going to be important for later. Before we can stop her, Bellara grasps the orb, and for a second, her eyes flare red.

The orb splits in two, and a being of dark red, pulsating smoke and ethereal light manifests itself. In a deep, distorted, frightening voice, it calls itself the Nadas Dirthalen, and speaks in Elvhen alone. Well, what the fuck is this thing thundering about, we ask Bellara? But even she can't understand all of it. It's a dialect she hasn't heard in ages.

Okay, so, in the rewrite, the Nadas Dirthalen doesn’t look like a gentlemanly armoured figure that speaks like a polite butler. Here, given who it belongs to, the Nadas Dirthalen looks almost eldritch by design. This is not something you want to expose yourself to more than necessary.

We shout at Bellara to contain it, as a terrible wind blows all around us while the spirit shouts some more. With great strain, Bellara closes the orb, and the Nadas Dirthalen vanishes once again. The orb is whole again.

What in the absolute fuck was that? Of course, says Bellara, the Nadas Dirthalen, the ARCHIVE SPIRIT!!! And this is the only time these two terms shall be used in the same breath, oh my God that was insufferable in the game.

There are legends that the ancient elves used spirits to store knowledge, either in libraries or their own chambers. Varric confirms this, as he saw such spirits in the Shattered Library when the Inquisitor was pursuing the Qunari through the Crossroads. But who did this one belong to? And why did Andruil take such great measures to hide it?

At this point, the black raven lands a short distance away from us and disappears in the darkness. A moment later, we hear a very familiar voice: “Well, well, well, what have we here?” And out of the shadows steps Morrigan.

 

Morrigan

Rook, Neve, and Bellara are confused, but Varric and Harding, naturally, recognise the witch. So, in the actual game, as we remember, Morrigan shows up in the Veil Jumper Camp and basically just hangs around there until the final fight, unless we need to meet up in Minrathous. I think that’s a bit of a passive role for her, too passive even. So, here, we shall give her something else to do.

Morrigan greets us and explains that we should definitely hold on to the Nadas Dirthalen. In fact, we must guard it with our lives. While she doesn’t know what knowledge is hidden inside, the fact that the Dread Wolf wants it is enough to warrant high alertness.

We ask her if she knows the Dread Wolf, which Morrigan affirms. Like Solas, she was once a part of the Inquisition. And like everyone else, she was deceived by him. All that time, he had been masquerading around them as a humble wanderer with expert knowledge of the Fade.

Varric is curious just how she managed to be here in such a timely manner, to which Morrigan answers that the Inquisitor reached out to her as soon as she became aware of troubles in Arlathan Forest. Even though Morrigan is a human, she does have a certain knowledge of elven history. Not on par with Fen’Harel, of course, but good enough to counter his advances while Rook and her team gather strength to move against him.

Morrigan will, from now on, occupy Arlathan Forest and foil the Dread Wolf’s plans in whatever manner she may. That way, the crew of the Dumat have free rein, as do the Veil Jumpers. But she won’t be able to be everywhere at once, and even her powers are limited.

Our Rook is a curious one, so we pry for more. Who is she? How does she know so much? How is she so powerful? Morrigan reveals herself as a daughter of Flemeth, or, as the elves would call her, Asha’bellanar, the legendary Witch of the Wilds. Varric assures us that Morrigan is definitely on our side, and she is a powerful ally to have. He also inquires about Kieran. He is rather well and currently conducting studies of his own. They are to reunite soon and share their progress. Who is Kieran? That...is a whole other topic for another time, says Varric.

We don't really know of Flemeth. All we heard is a name associated with an old Fereldan myth. Well, Morrigan replies, this is a time where figures of myth and legend become flesh once more, and many secrets are unveiled. She advises us to leave now. The dark mist will trouble us no longer, since the Nadas Dirthalen has been calmed.

Bellara still has so many questions, as does Neve, about so many things. The former wants to study her magic. The latter also assumed Flemeth to be just a Fereldan myth, far away from Tevinter’s reaches. Morrigan assures us that we shall see her again, but she must hurry now. And so do we.

She transforms back into a black raven and disappears into the night. Well, we found Bellara, and have secured the Nadas Dirthalen. It is time for us to leave. And, naturally, we take Salshira’s body with us.

Now, I could have given us a choice to prevent her from dying. But I chose not to. We have to see, for ourselves, to what utterly extreme lengths the Agents of Fen’Harel will go to protect the secrets of their master, even if it means going to the bitter end. Some are utterly ruined and destroyed by their service to him, even though that's something Solas himself probably wouldn't approve of.

 

Back at the Veil Jumper Camp

After that rather horrifying adventure, we make our way back to the Veil Jumper Camp, where our party is warmly greeted. Now we have truly earned their trust. Bellara presents the Nadas Dirthalen and tells them how strangely volatile it is. But if she could find a way to safely study it, the things it could reveal to us would be massive.

We tell her that the Dumat would be an ideal place to conduct such studies. It is safe and far away from any civilisation that could be harmed by anything going awry. And we have safety measures and capable people to deal with it. Bellara agrees and officially joins our crew, which Strife and Irelin consent to. Even though Bellara’s input will be sorely missed, she is needed elsewhere.

Before we go, we take Strife and Irelin aside, as something has been troubling us: We tell them about Andruil’s connection to the place we visited. There were many implications that the Goddess of the Hunt was, in fact, evil. And Salshira called the Evanuris tyrants. Being from Tevinter and completely unfamiliar with Dalish culture, we don't really know what to make of this, but thought they should know. Or do they know that already and simply haven't told us? They look at each other and tell us to ask Varric, as he has a better picture of it all.

We can now either go back to the Dumat immediately, or have a few final encounters:

  • We can tell Strife and Irelin about Morrigan, to which they have a rather shocked reaction, but Strife more so than Irelin. Somehow, she seems to be familiar with Flemeth’s daughters. As we pry further with a good persuasion check, she reveals that it was one of them who trained her in the ways of shapeshifting long ago. But it was not Morrigan.
  • We can attend to Salshira’s funeral. As is custom for the Dalish, the Veil Jumpers bury her in fertile ground and plant the seedling of a tree above her. In this case, they go for an oak. Irelin recites Dalish funeral rites.
  • We can overhear a conversation between Varric and Isabela. They are both utterly shocked by the revelation that Merrill has joined the Agents of Fen'Harel. Why would she do this? What happened? Well, Varric can guess that Hawke's death had something to do with it? As well as the fact that, ever since leaving her clan, Merrill was always an outcast, never belonging anywhere. Well...except with Hawke and the group they had assembled in Kirkwall. Isabela curses. She should have come to them for help. What is this bullshit? We have to find her.

 

Back on the Dumat

After all is said and done, we find ourselves back onboard the Dumat, where we discuss everything that transpired. Bellara is positively ecstatic about the submarine and can’t wait to explore it on her own. This is amazing. Varric congratulates us on a job well done. Now, we’ll have to wait and see what happens next. We could, of course, do some explorations of our own, now that we have established connections with the Shadow Dragons and the Veil Jumpers, or we can wait for more information regarding Solas to be sent our way. The Inquisitor and Charter are still hard at work elsewhere.

On the note, once everyone is dismissed, we find ourselves alone with Varric in the Meeting Chamber. We have been meaning to ask him something. This whole thing with Andruil, and what Salshira was saying. Is there truth to it? Is the Dread Wolf not the evil being we at first presumed him to be?

Varric confesses that, shortly after the events of the Exalted Council, the Inquisitor called for an Arlathvhen of all the southern Dalish clans. An Arlathvhen is a gathering where the Dalish come together and share new knowledge and experience. Usually, it happens every ten years. This time, it was an emergency. Lavellan spoke to her people and revealed what she uncovered about the Dread Wolf. We wait with bated breath. Varric tells us that Salshira may have had valid points. And what we saw, unfortunately, only aligns with what was uncovered during the Exalted Council. But we should ask the Inquisitor for the full story, once we meet again.

We also ask about Merrill. We have read about her in The Tale of the Champion. Varric fondly remembers her as Daisy and reveals that he was the one who recommended her to join the Veil Jumpers. Well, now he feels like a fool. There has to be more to it. Merrill would never condone the destruction of Thedas, that much he is certain of.

With that in mind, we finish the mission. Bellara is now our newest addition to the party. And the Veil Jumper Camp, along with D’Meta’s Crossing, is unlocked as a visitable hub.

 

The Research Hall

With Bellara now part of the team, a new area aboard the Dumat is opened to us: The Research Hall. It is a spacious room that almost resembles an archaeological museum. Old artefacts are put on display, as well as scriptures from long ago. Weapons, armour, anything worth researching and studying.

We find Bellara here, who has already made herself a home, having placed the Nadas Dirthalen’s orb on a large pedestal in the centre. She scurries around and marvels at the opportunities this place provides. A ship such as the Dumat would be an absolute paradise for the Veil Jumpers.

Aside from being able to converse with Bellara, this room also introduces a completely new mechanic. You see, throughout our travels, we can stumble upon ancient texts and strange objects that we can’t immediately identify or decipher. When that happens, they get brought onto the Dumat and placed in the Research Hall. There, together with Bellara, we then uncover a small little piece of Thedas’ past. This more or less replaces the landmark feature of DAI. Instead, it turns into a little game of finding something and decorating the hall with it. It provides us with codex entries and a few minor boosts.

 

The Other Rooks

And now comes the time to take a look into how the other five Rooks could have received a few different scenarios.

 

 

Grey Wardens

  • Rook immediately senses the Blight the moment he enters Andruil's forest, the Taint coming from the Red Lyrium crystal, of course.

 

Veil Jumpers

  • Rook will receive the warmest possible welcome, since she is a respected member of the Veil Jumpers.
  • Bellara obviously recognises Rook instantly.
  • Salshira's revelations about Andruil allow Rook to slowly start to have a minor crisis of faith. She starts asking questions.
  • Rook can use her knowledge of the Hammer of June to pry additional information from Salshira before she dies. We can learn in advance that Solas used the Hammer of June to cause the earthquake with the intention to break concealment spells across Arlathan Forest. And that he intends to use it again for his ritual.
  • Rook can perform the funeral herself, as she is familiar with Dalish customs.

 

Antivan Crows

  • Rook can perform a sneaky stealth attack on Salshira upon their first meeting, making the subsequent boss fight a little easier.

 

Mourn Watch

  • Rook can reanimate some of the ancient elven corpses herself and use them in her fight against Salshira.

 

Lords of Fortune

  • Rook can loot Andruil's wooden sculpture and find a beautiful bow, which they can immediately equip.

Notes:

Now that we have successfully recruited Bellara to our cause, we have a few things we can do. We could either proceed with the main quest or explore some side content in both Minrathous and Arlathan Forest. Whatever we shall be doing first, find out next time! Thank you all for reading!

Find the Veil Jumper version of this chapter on Tumblr: https://www. /drakorn/779290684828106753/rewriting-veilguard-masterpost?source=share

Chapter 12: Act 1 - Part 4: Regional Quests in Minrathous

Summary:

We pitch some side quests to flesh out Minrathous during Act 1.

Notes:

Hello everyone, and welcome back! I'm glad to be posting again so soon! This time, we shall be doing something different, namely side quest stuff. Yeah, I'm brave enough to tackle that too XD Whether it's any good or not...well...see for yourselves. Have fun.

(See the end of the chapter for more notes.)

Chapter Text

Act 1

Part 4 - Regional Quests in Minrathous

 

 

For the past entries of this, at this point massive, rewrite, we have been exclusively looking at the main story, with one exception dedicated to the hub. But what about the side quests? We need to have those in an RPG.

We have now finished recruiting both Neve and Bellara. As such, we have unlocked Minrathous and Arlathan Forest as destinations we can travel to and explore on our own merit. We could, of course, just steamroll on ahead and proceed with the main quest, but that would be too easy for me. I can sit here and pitch along and along, but one often tends to forget that side quests, when done right, can be just as engaging, for some people even more so, than the main story.

So, for the next two chapters, we shall be diving deep into pitching a bunch of side content Rook can come across in his travels throughout Minrathous and Arlathan Forest. As you can guess from the title, this chapter focuses on the former.

So let’s get right into it! This shall be interesting.

 

Distinction between Quest Types

Before we dive into anything remotely plot-related, let’s take a moment to talk about the different types of quests Veilguard originally presented us with.

So, first of all, there are the Main Quests. These are, obviously, the ones driving the story forward, the main plot we follow until the very end of the game. We have been doing that for the entirety of this hypothetical playthrough so far.

Then, there are the Companion Quests. These are side quests, yeah, but so intrinsically tied to the main story that one pretty much has to do them as well in order to get the most optimal outcome possible. And I’m all for it, I think companion quests should very much be an important part of any BioWare game.

Thirdly, there are the Faction Quests. These quests, in theory, are designed to further the plot and advancement of one of the six factions and directly impact the nation or region they represent. I think that was done rather well in some cases (like the Archon choice being related to the Shadow Dragons), and less so in others (like the Lords of Fortune only having the Hall of Valour and a dragon hunt). These can be skipped if one can’t be asked to do all of it, but it’s better to complete them if one wants the respective faction to have the best possible outcome.

And lastly, there are the Regional Quests. These are side quests in their truest form. Random one-shot adventures that are both meant to flesh out the world and provide additional challenges for us to go through. They can be skipped entirely with little to no effect on the main story. At least, that’s how it was in Veilguard.

Now, I will give credit where it’s due. I very much appreciate that Veilguard steered away from that fetch fest we had in Inquisition. I really don’t want to spend my time exploring Thedas by searching for bear pelts, delivering flowers to someone’s grave, or closing a thousand rifts at the courtesy of Solas. However, my problem with Veilguard’s side quests is a bit of a weird one: I think there are too few of them. And most of those we do get revolve around the “go there and kill this” concept.  What I’m missing are proper opportunities to roleplay and truly explore the world. What DAI did well was give us a lot of exploration missions, where we just learn about Thedas.

But wouldn’t making interesting side quests be a waste of time? Well, no. I remember playing Witcher 3 and being absolutely enamoured with the side quests. Each one told a rich, unique story that fleshed out Geralt’s world in ways that would not have been possible if it were just the main quest we were following. I remember being obsessed with the side content in Baldur’s Gate 3 and how seamlessly it tied into the main story. Everything was, in some shape or form, connected and only served to widen the narrative.

It was my biggest hope that Veilguard would learn from Witcher 3 and come up with interesting side content that we can truly sink our teeth into. I mean, even Origins managed that, and that was the first game in the series. Overall, I think side content has been rather regressing in DA as a whole. And I think that’s because a lot of roleplay mechanics were more and more scrapped with each subsequent entry, with Veilguard being the most linear Dragon Age title ever, with, unfortunately, the least replay value. We are looking to change that here.

I would like to add one more thing before we get into it: What I just listed are the types of quests the vanilla Veilguard presents us with. We may discover one or two more types as we go along here, who knows?

Right, enough waffling on my part. Let’s take a look at the Regional Quests in Minrathous during Act 1 of our Dreadwolf playthrough.

 

Aboard the Dumat

Returning to Rook, he currently finds himself back on the Dumat. We could either proceed to the Meeting Chamber and receive our next main quest, or we could return to either Minrathous or Arlathan Forest and see if we may, in some shape or form, contribute to the efforts against the Dread Wolf on our own, without waiting for the Inquisitor’s intel. Besides, the Shadow Dragons and Veil Jumpers might need all the help we can give them, even though our forces aren’t that great yet.

At this point, we would like to see how Minrathous is doing, so we set course for Tevinter’s capital.

 

Back in the Shadow Lair

Once we leave the Dumat, we find ourselves back at the Shadow Lair. This serves as our main hub and refuge while we are in Minrathous. As this is Act 1, the only parts of Minrathous we have any access to are the Undercity and Dock Town. We’ll unlock some more places later, but for now, that’s all we get.

While this chapter focuses on Regional Quests alone, there will be others in the future that deal with faction-specific content and free roaming in general, without any quests attached, because that is something you can do here, but perhaps not on the scale of DAI.

In Act 1, we can come across four side quests spread across the Undercity and Dock Town. I shall not describe them in such meticulous and long detail as I do the main story stuff. But hopefully still well enough! Let’s get into them (oh and the headers are not the actual quest names, I’m just using them as working titles).

 

Trouble in the Sewers

While exploring the Undercity, Rook, Harding, and Neve stumble across a grim scene: several beggars and escaped slaves have been mercilessly torn to shreds in the dark and flooded streets. We investigate the bodies and find lots of bite marks of small but sharp teeth, as well as traces of sharp claws. Harding also discovers faint traces of lyrium. Neve sighs. This is probably the result of a Magister experimenting around with lyrium once again. It happens all the time. A Magister does something, it goes wrong, they spill it into the sewers, and whatever creature gets close to it first experiences rather unfortunate effects. It would be in our best interest to hunt and kill the beast. We have heard of this ourselves, as someone hailing from Tevinter. We ask Neve if the myth about a giant lizard living in Minrathous' sewers is true. She only chuckles.

Before we can proceed further, we are intercepted by a dwarf called Karaht. Neve recognises him instantly. He is from the Sewer Watch, monster hunters specifically trained and employed to hunt down whatever foul being tries to crawl out of the sewers. As a Shadow Dragon, we have heard of those guys too. While we quietly respect them immensely, we wouldn't ever want to switch places with them.

Karaht prefers to work alone. He’s a proud dwarf from the Warrior Caste and an esteemed member of the Dwarven Embassy. He’s permitted to work with the Sewer Watch because they operate beneath Minrathous. As such, he would not be breaking Orzammar’s laws by going to the surface. Although, from what he hears lately, King Bhelen has been more and more successful in getting the Assembly to adopt a more progressive view.

We can choose to either let Karaht have his way and pursue the creature alone or we can insist on accompanying him. We are quite an empathic and justice-loving Rook, so we want a part in avenging the senseless deaths of these poor souls. Karaht eventually relents and bids us to follow him into the sewers.

On our way through the sewers, we get to know a bit about Karaht. He left for the Embassy in Minrathous at the first opportunity given to him. And we actually get to ask how dwarves migrate from Orzammar to Minrathous without losing their status. Is there truly a way through the Deep Roads that still connects the two cities after all this time? There is not, says Karaht, but Orzammar developed special windowless carriages made entirely out of underground stone. They leave Orzammar underground and get navigated either by surface dwarves or hired mercenaries. Usually, the dwarf’s entire family migrates to Minrathous, as it is a very costly and lengthy process. So whenever a dwarf embarks for the Embassy, it’s usually forever.

Karaht is good at his job because, as a dwarf from Orzammar, he has both Stone Sense and a natural resistance to lyrium, both of which very much come in handy here. Thanks to the presence of lyrium waste in this particular case, he can perceive its trail through the flooded passages, allowing us to chase the beast.

Eventually, we are attacked by swarms of rats, all of which have been corrupted and mutated by lyrium in the water. What the fuck is going on here? Harding is amazed; she’s never seen anything like this before. And she’s been in Minrathous’ sewers before. Neve and Karaht, however, are not seeing this for the first time. Rook has heard of it, and is not surprised to see it.

Karaht leaves one rat alive and forces it to retreat back to wherever its nest is. While the several teeth marks match the rats, where did the claws come from? We’re about to find out.

Eventually, we come across a bleak and stinking chamber with blue-shimmering water. From within the water, a being emerges: a gigantic rat, absolutely bloated and twisted by the lyrium in the water. Well, this is going to be tough. Rook’s team and Karaht engage the Rat King in a fierce battle. Eventually, the beast is struck down and sent to the foul depths. As a Tevinter mage, we do love our country, but this is disgusting.

But that’s not all. After investigating the area for a bit, we find a crate of lyrium. Neve deduces that it was intentionally poured into the water. Someone purposely corrupted these rats. But why?

Karaht promises to keep us in the loop and thanks us for our cooperation. We’re tougher than he first presumed.

 

Abductions in the Undercity

Unfortunately, lyrium rats are not the only problem the poor people in the Undercity face. At some point, Rook, Varric, and Neve are approached by Elek Tavor, a member of the Threads crime syndicate and one of Neve’s contacts. We do know him from Veilguard. This side quest can actually serve as our introduction to him, if we take the time to explore the world.

He heard that Neve is back in town, and with competent people at that. As such, he asks for our help in the name of the Threads. Someone has been abducting the people of the Undercity. They practically disappear during the night, and nobody can ever catch whoever’s doing it. As someone who stands in for the people, we accept the quest.

Elek directs us to the house where the most recent abduction took place, and we go about investigating the perimeter.

We look around this hovel (seriously, the houses in the Undercity are the worst of the worst; Gamlen’s house in Kirkwall is a 5-star hotel in comparison), where a family of elves resided. We find traces of struggle, even a fight, but one that obviously ended in a pretty one-sided manner. As a mage, we do, however, also detect traces of magic in the air. We also find a strange, golden fang, which we present to Elek. He recognises it immediately: it belongs to a man called Goldfang, for the golden fang he uses in place of a tooth. Nobody knows who he was before, only that he is a mage heavily addicted to deathroot concoctions, which are known to instil powerful hallucinations. But Goldfang hasn’t been seen in a while, so it now falls to us to track him down, as he clearly seems to be involved.

And thus begins a bit of a process, where we scour the Undercity in search of Goldfang. We can give coin to the people and see if they remember anything, we can intimidate some who seem like they know something (but not too much, otherwise they will turn antagonistic), we could also ask the Shadow Dragons if they know anything.

At some point, however, we are suddenly encircled by a bunch of...children. There are three of them, and they don’t give their names. They never got any, for they are Qunari, taken by a Tevinter slaver ship from Seheron a while ago. The ship sank, and they swam ashore. Now they are orphans living in the Undercity, trying to carve out some kind of existence for themselves. They can help us, for the family that was taken was good to them. And they know where Goldfang is. But if we want their help, we must first do a few things for them:

  • Firstly, we must play a game of hide and seek. They haven’t had fun with adults for a long time. We agree and track them down across the Undercity. We could have intimidated them, but we have a soft spot for kids.
  • Secondly, we must buy them food, good food, not the garbage they find down here. Well, we can certainly arrange that and buy some food from the Shadow Lair, which we then give to them. We could have intimidated them, but we have a soft spot for kids.
  • Thirdly, we must give them coin so they can find somewhere safe to sleep. We offer an alternative solution and send them to the Shadow Dragons. Since we're one ourselves, we can convince them that we're actually good guys who will help them. We could have intimidated them, but we have a soft spot for kids.

Since we took that extra effort, the children will tell us that Goldfang has been having dealings with a man in white armour, and point us to where the meetings usually take place. They overheard the last meeting, and know that he will go for a pair of beggars next. Now, a small choice comes before us:

  • We can catch Goldfang in the act and prevent the beggars from being harmed.
  • Or we can intercept Goldfang and his contact at the meeting place. The beggars would be endangered, but if we win this, the attacks will cease.

We decide to take a risk and go for the second option. Varric is so reminded of Kirkwall throughout the entirety of this adventure. But Minrathous is much, much worse.

We find the two beggars in question and wait in the shadows. Eventually, Goldfang comes along, with a huge gap in his mouth where the fang should have been. He’s absolutely a pathetic sight to behold: thin, dressed in rags, and with a strange mark on his face, which we...which we recognise! It's the Mark of Disgrace, the same one we applied to Vilius a while ago. Goldfang was a legionnaire.

Goldfang attacks the beggars, and we really have to rein ourselves in to not interfere yet. Eventually, Goldfang drags the beggars into a secret tunnel, which is presumably how he came and went without anyone noticing. We quickly follow him through the tunnel and eventually come to a staircase leading to the surface.

There, Goldfang presents the beggars to a Centurio of the Imperial Legion, a mage wearing gleaming white armour. The Centurio gives Goldfang a few bottles of deathroot concoction and promises him that his debt will soon be paid.

We want to interfere, but Neve cautions us that attacking and possibly killing a Centurio might have consequences for the people of the Undercity. Well, who said anything about killing?

The Centurio sees us and demands to know who we are. We, in turn, demand to know why the Legion is dishonouring itself so, and why one branded with the Mark of Disgrace is doing this. The Centurio notices that we're a mage from Tevinter, and his tone shifts to something more cordial. He tells us that all that's happening is a former warrior reclaiming his lost honour. He tells Goldfang to tell us what he did, for he sees that we are, at least in some shape or form, familiar with the Legion. Goldfang admits to being a mage of the Legion himself, a former one at least. At some point, as his troop was fighting in Seheron, they came upon a settlement of Tamassrans and children they were tasked to educate. The order was to kill them all, but Goldfang refused. For that, he was branded with the Mark of Disgrace and thrown out of the military. With nowhere to go, he retreated into the Undercity, where he eventually lost himself. The deathroot helps him remember the times when he was still strong and proud.

The Centurio hired him to abduct the wretched and unfortunate so that they might be used for Laskaris’ Salvatio Initiative, and given purpose once again. If he did it enough times, he would even receive an audience with the Imperator to be reinstated.

Well, the Salvatio Initiative, this bloody thing again. Right, what do we do with the Centurio, first and foremost:

  • We can convince him to take Goldfang back into the Legion without any of this being necessary.
  • We can fight him.

We choose the latter. We know that Laskaris is turning the Legion into a place of horror for its own soldiers. We won't expose Goldfang to that, and neither any innocents. We fight the Centurio and bring him down. We now have another choice:

  • Do we kill him?
  • Do we brand him with the Mark of Disgrace and let him live?

Well, justice is ironic. We brand the Centurio with the Mark of Disgrace and send him on his way to be punished. Now, we turn to Goldfang, who cowers in fear. Regarding him, we also have a choice:

  • Do we kill him, and prevent him from harming anyone ever again?
  • Do we send him to the Threads to be punished?
  • Do we give him to the Shadow Dragons?

You see, he is just one of countless examples of how Tevinter absolutely fucks over its people time and time again. We choose to give him to the Shadow Dragons, so that he may at least receive a chance to start off somewhere better again. Varric approves of this. It reminds him of Lavellan’s judgments from the throne of Skyhold. She, too, always judged wisely and mercifully, believing in second chances.

We then return to Elek and report on the outcome of the quest. He’s disappointed that we didn’t give Goldfang over to the Threads, since the Undercity is their territory, not that of the Shadow Dragons. If Goldfang harms anyone again, he will personally assassinate him in his sleep.

 

The Sinking Ship

As Rook, Neve, and Harding move through Dock Town, they suddenly hear a disembodied voice calling them from afar. Neve recognises it from somewhere, although she can’t quite place it.

We eventually leave the houses behind and stand on a rocky cliff, overlooking the waters outside Minrathous. A shape materialises out of thin air, taking the form of a young girl. This is Dock Town’s spirit of Compassion, and Neve recognises it. How can the spirit exist outside the Fade? Well, it can only do so fleetingly. Usually, it only visits people in their dreams. But the Veil in Minrathous is so thin that it can, for a brief time, materialise itself.

Compassion points us towards a ship that ran ashore. Neve sighs. That is a slaver ship right there. Probably from Seheron. Rook's face darkens. Yeah, we have seen those in our own time. Compassion tells us that there are people trapped aboard, people forgotten about by the rest of the city. They will drown if nobody helps them.

Harding is instantly reminded of Cole, who was also a spirit of Compassion at first, and feels a strong urge to help. We agree to help.

We make our way across the cliffs and jump aboard. Immediately, the ship stirs beneath us and slowly starts sinking into the dark waters. Ah shit, we have a time limit on our hands. Compassion feels four beings trapped beneath the deck, we have to hurry.

  • The first person we have to save is a native of Seheron, an elf who got captured during a raid. We free her without a second thought. After all, she didn’t do anything wrong.
  • The second person is a Qunari prisoner of war. He got captured whilst administering quamek to Tevinter mage legionnaires, and he fully intends to do so again if he can. We are a mage ourselves, but nevertheless, we free him.
  • The third person is a sailor who worked on this ship. While he himself is not a bad man, he only works here so that he can feed his family, he willingly participated in capturing and enslaving people. We feel slightly bad, but we set him free.
  • The fourth and last person is the captain. She is a slaver through and through, who utterly enjoyed the work she did. Yet now she is desperate and frightened. She begs to be saved, seeing we're a Tevinter mage. We're absolutely disgusted by her, but we help her nevertheless.

Back on the cliffs, Compassion thanks us for showing enough mercy to save everyone. It slowly vanishes and departs back into the Fade.

Now, what to do with the people we rescued? The sailor can just return home; he has a wife and child. But we intimidate him into never working on a slave ship again. The elf is sent to the Shadow Dragons, who will, when they can, send her back home. The Qunari warrior...hmm...well, what to do with him? He warns us that if he enters Minrathous, he won’t stop rampaging. And he is actually about to turn on us, too, since Rook and Neve are Saarebas. We can either try to persuade him to leave or fight him. Fortunately, high Charisma player right here. The Qunari turns away and leaves Minrathous behind. Now, the slaver herself. We are so giving her to the Shadow Dragons. She will never enslave anyone ever again. May Maevaris and the rest treat her according to what she deserves.

Rook, Neve, and Harding remain standing on the cliff. At least, they saved lives.

 

The Broken Chantry

At some point, as we traverse Dock Town, Rook, Neve, and Bellara come across a scene where a few legionnaires loudly threaten a Revered Father. If he doesn’t vacate the premises within the day, they will come and drag him out of there. The Maker will certainly understand the necessity.

They slam him to the ground and leave him lying in the dirt. We approach and decide to help him up. As a Tevinter mage, we happen to be a devout Andrastian ourselves, albeit from the Imperial Chantry branch, of course. Neve knows him. This is Father Tullus, a genuinely devout cleric who came to live in Dock Town in hopes of providing comfort to the downtrodden and unfortunate and bringing them closer to the Maker. But in recent times, ever since the Qunari doubled their attacks and the war grew more violent, the masses have been decreasing. Eventually, his Templars and brothers left him, and he is all alone in his faith. Now, the Imperial Legion has shown up and offered to buy the Chantry off of him. It’s a sturdy building and would serve excellently as Dock Town’s recruitment centre, from where they can enlist more people for the war effort. Tullus declined, and kept declining, until the legionnaires lost their patience and threatened to take it by force, which they have now decided to do.

Neve states that the loss of the Chantry would be yet another act of demoralisation for Dock Town, even though the masses are sparse nowadays. Tullus tells us that the Legion might change its mind if it sees the Chantry being unquestionably packed and fully used again. The Imperial Chantry still holds authority against the military. We know this, and agree to help. After all, as Mercar, we have experience with the Legion.

 

Tullus thanks and blesses us. We need three things in order for the Chantry to be taken seriously again:

  • First of all, we need Templars. There is no Chantry without Templars. Well, the South would beg to differ, as the Mage-Templar War happened and then the Red Templars came along, but this is the Imperial Chantry, where the Templars are still around. For that, we can head to Tarquin in the Shadow Lair and convince him to “redirect” some Templars to Dock Town’s Chantry.
  • Secondly, we need repairs to be made. Dock Town’s Chantry is small and broken in many parts. For the rewrite, I’m not going for the giant and opulent building we see in the game. No, Dock Town’s Chantry is small and meagre in comparison to others, but it is a quiet place of faith and goodness. For that, we could either approach a bunch of dock workers who are currently working on ship repairs and either convince or pay them to focus their efforts on the Chantry, or we could seek out the Threads and have Neve call in a favour.
  • Thirdly, well, we need people. People who will actually go to the masses. For that, we can either go around Dock Town and profess the Maker’s will, or we can hire a few town criers to advertise the great refurbished reopening of Dock Town’s Chantry. Well, being a devout believer in the Chant of Light ourselves, we really put that high Charisma to good use and preach to the people of Dock Town that the Chantry shall reopen once again. Bellara stays in the background, as it is not her faith.

When all is said and done, we watch the mass from afar. Before Father Tullus can start, however, a delegation of the Imperial Legion disrupts the gathering and calls for everyone to vacate the premises. We can either respond with violence, interfere verbally as someone familiar with the Legion, or wait and see what happens. We choose the second option.

We step in front of the legionnaires and demand to know on whose authority they are trying to dismantle the Chantry. We then state several military laws that would, in this situation, prevent them from doing so. The legionnaires are surprised, and immediately shift their tone to one of greater respect. But then they tell us that the order came from Laskaris himself, this overrules all military laws.

Out of the crowd steps Knight-Captain Jahvis, followed by Rana and Brom. Jahvis presents a writ signed by Divine Aequitas II. that officially permits the continued existence of the Chantry, overruling anything Laskaris might say. The Imperial Divine, after all, is second in power only to the Archon. The legionnaires accept defeat and move away.

Father Tullus gratefully delivers the promised mass and invites us to stand beside him. The people of Dock Town see us, and are glad.

Bellara wonders if our faiths could ever coexist in peace. Well, the Inquisitor somehow managed to unite all under her banner, and she is a Dalish, too. Maybe someday.

 

The Other Rooks

As always, now is the time to highlight some of the differences if we happen to play other versions of Rook here.

 

Grey Wardens

  • Rook can use the Right of Conscription to enlist Goldfang into the Wardens.

 

Veil Jumpers

  • Rook will have a very hard time in Minrathous as a Dalish elf, as every figure of authority, aside from Tullus, will look at her in disdain.
  • Rook is unable to save the slaver, as she is too racist to even accept the aid when it is offered.
  • Tullus cites the Canticle of Shartann when Rook helps him with the Chantry.

 

Antivan Crows

  • Rook can get a contract from the Threads to assassinate Goldfang and the Centurio.

 

Mourn Watch

  • Rook can reanimate one of the Rat King's victims and ask the spirit inhabiting the body to read its memories.

 

Lords of Fortune

  • Rook can spot hidden valuables in the Undercity's waters and retrieve them.
  • Rook can demand more coin for their service in aiding with the Chantry's restoration.

Notes:

And there you have it, guys! Four Regional Quests for the city of Minrathous during Act 1. There will be more in the future, but this is what we have for this particular map right now.

Do I claim them to be perfect? No, absolutely not. I never do with these entries. But I don't think they need to be absolutely perfect to be worthy a discussion.

Next time, we shall be returning to Arlathan Forest and have a look at the side quests we may find there. Stay tuned for that!

Find the Veil Jumper version of this chapter on Tumblr: https://www. /drakorn/793426035052003328/rewriting-veilguard-part-12-regional-quests-in?source=share

Chapter 13: Act 1 - Part 5: Regional Quests in Arlathan Forest

Summary:

We take a look at Regional Quests present in Arlathan Forest during Act 1.

Notes:

Hey everyone and welcome back! I have finally made it and completed the side quests for Arlathan Forest. It took a short while, but we're here at last.

I would like to express my thanks to everyone who's reading, commenting, kudoing, and bookmarking. You have no idea how motivating that is. Now then, let's get right to it, have fun!

(See the end of the chapter for more notes.)

Chapter Text

Act 1

Part 5 - Regional Quests in Arlathan Forest

 

 

Now that we have had a few adventures in Minrathous, it’s time to return to Arlathan Forest and see what side content that region has in store for us.

As with Minrathous, the goal for this is to flesh out the world of Thedas in ways that don’t require participation in huge main mission segments or companion quests. And, as with Minrathous, we shall endeavour to make these adventures very much self-contained, not requiring any kind of standing with the local faction.

Without further ado, let’s head to Rook and crew and explore a few adventures in Arlathan Forest.

 

Return to the Veil Jumper Camp

After having a bit of “fun” in Minrathous, we return to see how things are back with the Veil Jumpers. We still don’t really have any new leads on Solas, so we might as well see if we can find anything in Arlathan Forest that might help us.

We return to the Veil Jumper Camp and can immediately start exploring around. Same as with Minrathous, as this is Act 1, our reach within the forest is rather limited. Outside the Veil Jumper Camp, the only areas we can currently roam around in are D’Meta’s Crossing and Arlathan Crater, or, to be specific, the forested area on its shores.

We are not going to cover faction-specific quests here; those will come later once the entirety of Act 1 becomes more visible. This entry deals exclusively with the Regional Quests found over Arlathan Forest during Act 1, of which there is a total of three. And, like with the Minrathous quests, the titles here are not meant to be the actual quest names, just placeholders. Let’s get right into them.

 

The Grand Pine

While roaming the wooded area around Arlathan Crater, Rook, Bellara, and Harding come upon a quiet clearing. With two of us being mages, we can hear a presence in the woods calling for aid. Bellara, being a Veil Jumper, is quite familiar with the danger of strange things calling from the woods. It could be demons, some manner of reality-warping magic, or maybe even one of the Dread Wolf’s tricks. We hail from Tevinter, so strange and dangerous magic is nothing new to us. Harding is instantly reminded of her time in the Inquisition, where she had to scout dark and cursed places, like Crestwood.

After a short while of following the call into the woods, we come across a hill, upon which a single tree stands. Before we can wonder where the voice came from, the tree starts moving and approaches us like a tall humanoid. This is, of course, a sylvan, an ancient one at that. I get that BioWare might have wanted to avoid them after DAO to not be compared to LOTR too much, but I really enjoyed the sylvans and believe it only makes sense for them to appear in Arlathan Forest, the most ancient of all elven forests in Thedas.

Bellara recognises the sylvan for what it is, while Rook and Harding have only heard of them, Rook from peers and books, and Harding from reports out of the Brecilian Forest. But this one is rather different compared to the wild ones that occasionally attack the Veil Jumpers on their travels. Most of those are possessed by rage demons, while this one seems to inhabit a benevolent spirit. And before anyone asks, no, this is unfortunately not the Poet Tree from DAO. I would like it to remain in the Brecilian Forest. This one, however, has a uniqueness as well, for it constantly shifts between Trade and Elvhen, indicating that it’s been here for a while.

The Grand Pine, as I will call it for now, requests our aid, for its companion has abandoned its tree and left further into the woods. We then see a discarded and rotting trunk lying at the foot of the hill. The sylvan lets us know that something has been bothering its companion through the Fade, and eventually drove it to madness. Now it seeks the source of its discomfort. But it’s also at risk of losing itself to its madness, turning into a demon in the process. The Grand Pine asks for help, and we accept. But then, the Grand Pine looks closer. It sees us for being a Tevinter mage, and tells us to be on our guard. The spirits here are old, and remember the war between Tevinter and Arlathan. And the Grand Pine is one of the only ones willing to not hold the crimes of the past against us.

The Grand Pine advises us to follow the soft traces of magic left behind by its companion, starting from the rotten trunk. Being a mage ourselves, we can very much pick up said trace of magic and attune ourselves to it. A strange sensation grips us, one of rising fear and uncertainty. We resist it as best we can. Now we have a trail.

We follow the strange trail through the forest, and encounter a few things on the way:

  • We find the corpses of a few forest animals that look like they died through vile contortions in their bodies. There are no outward signs of injuries. The magical trace is particularly strong here. We deduce that the spirit of the tree may have tried to forcefully possess the animals. Has it turned into a demon already?
  • We find two hunters from D’Meta’s Crossing who were brutally slaughtered by something huge. We can see deep claw marks. Harding recognises them as bear claws. She has plenty of experience with those after spending her childhood in Ferelden’s Hinterlands.
  • At some point, we are attacked by a bunch of raging wild sylvans, who were attracted here by the trail of the older and stronger spirit we are currently pursuing.

After a while, we find ourselves at the entrance to a cave, a bear’s den by the looks of it. But the walls bear ancient elvhen carvings, suggesting this to be a rather significant place. This isn’t just a bear’s den. But the trace of the old magic comes from within, so we pursue.

While we move through the cave, we see more carvings, and eventually a mural depicting elves walking by the side of a large bear. Bellara is ecstatic. This seems to have been the dwelling of an old spirit that was present during the days of Arlathan. But why does it look like it was worshipped like one of the Creators? Rook recalls his history books. Tevinter marched against Arlathan, and found the elves to be aided by great beasts with magical powers on their own. How do we know this and many of the locals don't? Because that detail was, unfortunately, lost in the oral-based traditions around here.

Eventually, we reach the heart of the cave, where we find, clawing against the stone walls, an enormous bear. And oh my god what a gigantic bear that is. This is close in appearance to the great bears seen in the Emerald Graves, but this one has elvhen marks all over it, almost as if the creature itself bears vallaslin.

The bear turns to us and gives a deafening roar, in which we hear a blurred and demonic voice condemning us to death, us specifically for being a Tevinter mage, triggering a difficult boss fight. At this point I would like to mention that these Regional Quests can be accessed at any point during Act 1. This is one of those that may be advised to be kept for later, because the Demon Bear truly is a monstrous being. And being a Tevinter mage, it singles us out specifically, pretty much ignoring everyone else.

At some point during the fight, however, since we’re a mage, we hear another voice beside the demon’s, urging us to destroy the stump in the middle of the arena. We do that and find a long bear claw. The second voice tells us to use it against the bear, which we do. This allows us to stun the creature up to three times, giving us an edge to eventually bring it down.

The bear collapses onto the ground, and we see a huge black mass retreat from its body, vanishing into the Fade, the demon’s voice vowing to return. We then see a spectral vision of the bear, and when it speaks, we recognise it as the helpful voice we heard earlier.

We learn that the spirit has been here since the days of Arlathan, but after the formation of the Veil. We must remember that Arlathan still existed after the Veil’s formation, albeit in a very diminished state. The time gap between the Evanuris vanishing and Tevinter arriving spans several centuries. The spirit reveals that it was once Love, drawn to the forest by the elves’ desire to be loved and protected after the vanishing of their gods. They called it Iovro’mae, which roughly translates to Mother Bear. And here comes the other revelation: the demon whom we chased away successfully managed to possess the bear’s body while Iovro’mae was still in there. Two spirits/demons possessing the same body shouldn’t really be possible. But in that short time, Iovro’mae recognised the demon for another ancient spirit called Ghi’lin, the Teacher. And Ghi’lin will certainly try to return from the Fade, for we didn’t wholly destroy its essence for it to be reborn.

Iovro’mae thanks us for helping her, and vanishes into the Fade, where her essence might be restored over time.

We make our way out of the cave, where the Grand Pine already awaits us. We tell it about Iovro’mae and Ghi’lin, which worries the old tree. Ghi’lin was never known to be aggressive, only teaching and guiding. And what about this supposed call? Harding tells us of a story Charter heard some time ago from a Mortalitasi mage. The Dread Wolf appeared to them in the Fade in the shape of a grotesque wolf-like beast, and placed all spirits under his protection, prohibiting anyone from binding them again (as can be read in Tevinter Nights). Whether or not that story was true was never confirmed, but it begs the question...what if Solas is summoning spirits to him that are already inhabiting something/someone in the Waking World?

The Grand Pine will follow Ghi’lin’s trace further. Perhaps we shall meet each other again at some point. For now, our work here is done.

 

The Shifting Tower

Upon travelling through the forest, Rook, Bellara, and Neve spot a strange tower in the distance. Strange in the sense that it seemed to have just appeared out of thin air. With us all being mages, we sense strong magical currents coming from the tower and decide to investigate.

Upon reaching the foot of the tower, Bellara and Rook notice that this seems to have once been a watchtower of Ancient Arlathan, possibly placed along a city wall. We also take note that the walls are wet and covered in underwater vegetation. Neve puts up the theory that it may have been somewhere in the waters of Arlathan Crater not long ago. But why is it here? How is it here? Why is Arlathan Forest so weird?

We take a risk and enter the tower, where we are immediately assaulted by a few sentinel constructs. Once those are dealt with, we take a look around, and immediately take note of the fact that the entrance has...kinda vanished. What in the Void is going on here? Neve comments on how she had always assumed Minrathous was the most magical place in the world, but this forest is continuing to surprise her.

Well, we’re trapped in this watchtower for now, and we’d better find a way to keep it from...apparently teleporting somewhere else. We don’t want to find ourselves back in the crater lake.

Knowing that we have to act rather quickly, we set off to explore the rooms for clues. And here’s what we find:

  • We find a small shrine depicting both June and Sylaise, and can therefore deduce that this tower must have been, in some way, dedicated to them. Or perhaps, Bellara muses, it was created by them as a joint project.
  • In a basement, we find a sealed chamber that we can open by activating four crystals in a specific rhythm. Inside, we find a lyrium crystal bearing the mark of June, contained in a golden cage, inscribed with elven symbols. Okay, so perhaps the lyrium has something to do with the tower’s unique teleportation attribute? But how do we get to it? How do we open the cage? Upon taking a closer look, we discover a small, round disk with the mark of Sylaise engraved into it. Okay, so the cage itself belongs to Sylaise, while the crystal belongs to June. So we need to find a key.
  • In one of the upper rooms, we encounter a wisp that we need to chase through the tower. Once we catch it, it reveals to us an echo of times long gone by, the sensation that the tower must go wherever it is currently needed to strike at the enemy. Neve theorises that what we are standing in might not have even been a tower per se, but more of a siege engine. Bellara agrees and deduces that June and Sylaise must have crafted this tower, and possibly many others, with the intention of travelling to anywhere in the world and crushing Elvhenan’s enemies, be it either the Forgotten Ones or the Dread Wolf himself. There is still so much we do not understand about Solas or the ancient world.
  • On a mural depicting several towers of such kind, all glowing blue, we find, should we make a successful Perception check, an inscription written in Elvhen. It says, since Bellara is a Veil Jumper and can therefore translate it, “Hammer and Hearth defang the Wolf”. There we have it. These towers were constructed against the Dread Wolf.

At some point, we make our way upstairs to the very top of the tower. There, we discover a great cannon-like construction, which undoubtedly shoots some kind of magical super beam when activated. We also encounter the Tower Guard, a sentinel specifically made to protect and navigate the tower. It speaks in Elvhen. Bellara, being a Dalish, makes out what it wants: the password. We quickly harken back to the writing on the mural, and Bellara repeats the phrase “Hammer and Hearth defang the Wolf” in elvhen. The sentinel bows respectfully and hands her Sylaise’s key.

Okay, so now all we have left to do is to unlock the cage and destroy the lyrium crystal to prevent it from teleporting again. However, Bellara suddenly has an idea. What if we are to bring the crystal and the cage to the Veil Jumpers and inform them of our findings? The tower could be a useful defence for D’Meta’s Crossing.

Right, so we now have a choice:

  • Destroy the crystal and stop the watchtower from teleporting again.
  • Keep the crystal and hand it to the Veil Jumpers, claiming the tower and its properties for ourselves.

We see the reason in the idea and decide to not destroy the crystal. We head back down to the basement, and, instead of blowing up the crystal, carefully remove the cage.

Immediately, all the magic in the tower ceases, and the entrance reappears. We quickly make our way outside and hurry back to the Veil Jumper Camp. There, we hand the key and the cage over to Strife and Irelin, explaining to them exactly what the tower does and what it was once made for. Strife and Irelin are utterly astonished but thank us for this incredibly unexpected aid. They will study the tower thoroughly and find a suitable use for it. D’Meta’s Crossing shall be safer now, that much is clear.

 

The Lonely Aravel

While roaming D’Meta’s Crossing, Rook, Bellara, and Varric are suddenly approached by Keeper/Mayor Venalin. Some of the villagers reported seeing a lonely aravel travelling through the forest. It belonged to none of them, nor the Veil Jumpers. All of our aravels are accounted for. And ever since Clan Morlyn absorbed all smaller Dalish settlements of Arlathan Forest, no aravel should realistically be travelling on its own. It could be Dalish from outside, maybe even from the South, seeking to join the Veil Jumpers. But there is something odd about the aravel: it is dead silent. No Dalish were seen aboard, and no halla were seen pulling it. And it is damaged, as though having survived some kind of attack.

We ask for a few more details regarding this lonely aravel, and Venalin directs us to Julius, his assistant, and Adeline, a farmer who occasionally trades with spices whenever the Veil Jumpers bring any from outside. As a local, we, of course, know both of them.

  • Julius tells us that he saw the aravel traversing the coast of Arlathan Crater on a dark and misty morning. He at first assumed it to have been a Veil Jumper patrol, but was quickly proven otherwise when he saw the sheer state of the vehicle. And he felt incredibly cold and uneasy around it, so he quickly returned to the village.
  • Adeline tells us that the aravel travelled close to her farm during midday. It was a clear and sunny day, but when she looked at the aravel, it was as though mist was travelling with it. And she, too, felt cold and uneasy when she laid eyes on it.

After hearing those accounts, Varric chuckles and remarks that Arlathan Forest just keeps on giving when it comes to utterly weird shit. We have to agree with him there. We’ve been living in Arlathan Forest for all our lives, and we have never seen anything like this, nor has Bellara.

Oh well, so it would appear that our only two leads are that the aravel has a cold aura around it, and seems to be somehow emanating mist. I suppose...we just have to wander into the forest and hope to eventually stumble upon the strange aravel. So that’s exactly what we’re going to do.

We proceed to hike into Arlathan Forest and wander around, looking for any signs of unusual activity. Varric is somehow enjoying this spontaneous approach to a quest, feeling very much reminded of the good old days in Kirkwall, when Hawke would just enter a room or alleyway and find the most random shit possible waiting for him.

After a while, Rook and Bellara, both being mages, suddenly sense something, a feeling of the Veil trembling, whereas Varric only feels cold. Suddenly, a short distance ahead, a cloud of mist approaches us. And in that mist, we see it: the lonely aravel.

It drives towards us in complete silence, no halla pulling it, no sounds of wheels on the ground. And, true enough, we notice how utterly broken it is. It’s almost like it drove through a war zone. Varric gives a nervous laugh. Just when he thought he’s seen everything...

The aravel stops before us, and a lowered ladder bids us aboard. We sigh in resignation and board the landship. Once we stand upon the aravel, it begins driving forward again, shrouded in mists.

Bellara is fascinated by this new development. Is this aravel perhaps driven by spirits? But why? And where to? How did they even acquire one of the Dalish vessels?

We take a look around the aravel, and find a few things:

  • A few signs of struggle, aside from the broken hull, like scratches and blood.
  • The broken-off arm of a sentinel construct, indicating that the aravel had a fight with them.
  • A dead Dalish elf inside the aravel.

We enter a small room in the aravel and find a Dalish girl, about ten years of age. At first, we presume her to be dead, but her body is too well-preserved. She seems Dalish, but too young to have received her vallaslin. We can sense something strange coming off of her. A magical energy. She seems to be drifting around in the Fade, similar to mages during their Harrowing, as Varric comments. She might be the driving force behind this weird occurrence. We now have a choice:

  • Do we try to wake the girl?
  • Do we leave her alone and look for another way to solve this?
  • Or do we try to sleep next to her? Perhaps our spirits shall be drawn to the Fade section where she currently seems to be.

Well, this is certainly an interesting opportunity, and Rook and Bellara agree to try and connect to the Fade. Varric says that he’ll be standing guard, since dwarves can’t dream anyway. And he’s not a particular fan of the Fade, either, given his previous experiences with it.

Rook and Bellara lie down next to the girl and fall into a quick slumber. We find ourselves back on the aravel, but this time we’re gliding through the mists of the Fade.

Before we can explore anything, we spot the small elven girl approaching us. She says we’re the first people to ever board the aravel after its arrival to Arlathan Forest, and that makes her happy. She has been so afraid of the shadows. But then she sees us, a human, and steps back in fear, so Rook and Bellara quickly calm her down. We're nice. We ask for her name, and she calls herself Iveani. As a mage, we quickly recognise that there is something else about her. A moment later, a glowing shape materialises next to her. A spirit.

The spirit tells us that the other elves were slaughtered by Arlathan Forest’s defensive sentinels, and now Iveani is the only one left.

What follows next is our opportunity to master this entire encounter through clever dialogue and rp choices. We notice that the spirit, while benevolent, still exudes the same aura of cold we felt around the aravel in the Waking World. Is it about to turn into a demon, perhaps?

We’re choosing to be a bit more subtle here, and eventually, Iveani reveals that she asked the spirit to join her to get rid of the sentinels. Now, she is using the aravel to try and get out. We can press further, which we do. The spirit says that it was watching over the aravel for a long time, way before it came to the forest. We reach out with our own magic again and sense a feeling of devotion. So that’s what this spirit is: Devotion.

We now also sense that the spirit is definitely very close to turning into a demon. We now have a choice:

  • Fight the spirit before it has a chance to turn into a demon, and free Iveani.
  • Press further and find another way that doesn’t necessarily end in violence.

As we press further, subtly and gently, we learn that Devotion is tormented by having failed to guide the Dalish to the source of their devotion, and that Iveani is its only anchor to purpose, which is slowly slipping out of reach as well. Iveani tells us that she never wanted to go on this journey, that her parents simply took her along after arguing with their Keeper. She just wants to go home. As she says that, shadows manifest around us, turning into spectres of the fallen Dalish, who proceed to attack Iveani and Devotion.

We defend Iveani from the spectres.. And we need to be careful, for if Iveani is harmed too greatly, Devotion will succumb and turn into Treachery, a new type of demon which we haven’t yet seen, and attack us as well.

As we fight the Dalish, we hear whispers, memories of Iveani. It turns out, they came into Arlathan Forest looking not for the Veil Jumpers as we had first assumed, but for the Dread Wolf, in order to join him on his quest. However, we successfully defend Iveani and banish the shadows.

We press Devotion further. Is the spirit an agent of Fen’Harel? Devotion denies it, although it felt his pull from across the Fade. And here we get some early insight into something we would have otherwise discovered a little later: Solas is amassing spirits in the Fade, readying them for something. His call is nigh-irresistible, and many spirits yet untethered to the Waking World have already answered. But this Devotion resisted, for it already has a purpose for devoted elves in Thedas. Even though it’s slipping more and more. This is the second time we have discovered spirits being potentially drawn to Solas. Iveani’s body can’t remain on the aravel forever. We then find out that it was Iveani who unintentionally cast this spell on the landship as an outburst of her magic. Then, she fell into this dream. So, Iveani is very much implied to be a young dreamer.

While Iveani and Devotion are bound to each other, they can also be severed again. This would immediately ensure Iveani’s awakening, but would send Devotion’s essence back to the Fade.

Does Iveani even want to join Fen’Harel? No, she doesn’t. She’s afraid of the Dread Wolf, for she has only heard the evil legends about him. She’s ready to wake up now, after the shadows were banished. But what will she do?

Now that we know the truth, we have another choice to make:

  • Send Iveani and Devotion on their way to forge their own path?
  • Destroy Devotion and send its essence back to the Fade to be reborn as a new spirit.
  • Convince Iveani to join the Veil Jumpers and the people of D’Meta’s Crossing.

It’s risky, but we choose the third option. D’Meta’s Crossing very much has a place for her, and the Veil Jumpers can help her develop her powers. The Dread Wolf will not have her. Iveani accepts, and the dream vanishes.

We wake up next to Varric, who’s very much relieved to see that we’re back from our nap time. Iveani wakes up as well. Devotion is still connected to her.  We encourage Iveani to be strong, and she dispels the magic she had created around the aravel. Now, the landship stands still, a broken wreck.

We make our way to D’Meta’s Crossing and introduce Iveani to Keeper Venalin, who is very eager to take her in once he learns of her nature. Now, Devotion’s purpose lies with protecting D’Meta’s Crossing and aiding the Veil Jumpers in devotion to the preservation of the world.

But Iveani requires someone to truly look after her and give her a comfortable home. Well, good that we know of just such a pair. We send Iveani to live with the late Aldwir's parents, Itha and Beldon, who are more than willing to look after her, happy to have a child to look after again. Iveani gives us a hug, and we set off on more adventures.

Varric only has one worrying thing to add: this is yet another example of elves from the South migrating to the North. Just how vast are the Dread Wolf’s forces? We must be careful.

 

The Other Rooks

And now it's time to take a quick look at how the other Rooks might have dealt with the situations presented to them here.

 

Grey Wardens

  • Rook being a dwarf is unable to enter the Fade, so the only option is to somehow awaken Iveani.
  • Rook feels the lyrium in the tower singing to him.

 

Veil Jumpers

  • Rook can translate the elvhen in the Shifting Tower herself.
  • Rook has an overall greater understanding and awareness of everything weird happening in Arlathan Forest.

 

Antivan Crows

  • Rook can, with very high persuasion, convince the Grand Pine to put Ghi'lin on a Crow contract, promising a fine reward when the spirit is eventually brought down.

 

Mourn Watch

  • Rook can use her necromancer abilities to coax a spirit into the dead Dalish and extract information from the body.
  • Rook can place Devotion into the dead Dalish's body. Whether or not that should be seen as good or bad is left up for interpretation.

 

Lords of Fortune

  • Rook can sell the bear claw for an extra high price.
  • Rook can find a hidden stash of weapons in the tower.
  • Rook can take the lyrium crystal and the cage aboard the Dumat and sell it to their contacts.

Notes:

And there we have it, guys! Another entry complete, another bunch of side quests explored. I hope you enjoyed reading them as much as I enjoyed writing them.

Next time is going to get juicy, for we shall return to the Main Quest at last. And this time, we shall be seeing some proper action. Stay tuned for that!

Find the Veil Jumper version of this chapter on Tumblr: https://www. /drakorn/794586033909055488/rewriting-veilguard-part-13-regional-quests-in?source=share

Chapter 14: Act 1 - Part 6: The Battle of Marnas Pell

Summary:

The crew of the Dumat make their way to Marnas Pell, where they witness the absolute horror of the war between Tevinter and the Qunari. A few familiar faces make themselves known.

Notes:

Hello guys, and welcome back! This time, we're doing some main story progression again, oh yes! And this is...a rather big one. It's funny because it's still so early in the game narrative-wise, but it's gotten rather intricate. I will, however, let you see for yourselves. But I am rather proud of this one. Thank you to everyone who's reading! Have fun!

(See the end of the chapter for more notes.)

Chapter Text

Act 1

Part 6 - The Battle of Marnas Pell

 

 

Now that we have delved into some juicy side quests, it is time to return to the main story. And boy, do I have some juicy stuff for you here.

So, during the 10-year-wait between Trespasser and Veilguard, I kept coming back to a question that always grabbed my interest: What does the war between Tevinter and the Qunari actually look like? On one side, we have armies with the discipline of Ancient Rome, led by powerful mages who are not above using blood magic. On the other side, we have giant, hun-like warriors who are more technologically advanced than most other races in the world, except the dwarves. We always keep hearing about how utterly devastating the war in Tevinter and Seheron is. And we even saw some of it in the comics, and read about it in Tevinter Nights. The picture that was painted to us was one of utter devastation with no clear winner emerging from the conflict.

When I was then playing the actual game, I found myself rather let down that we never actually saw any of that war. All we got was a stalemate and an Antaam that broke off from the rest of the Qun.

In this rewrite, we shall be tackling this subject in a different way. The Qunari are still one unified entity, Body, Mind, and Soul. And the war between the two opposing great realms is still raging on.

And now we shall use our main story to depict that war in its uttermost detail, while tying it into the greater plot.

 

Mission Briefing

Back on the Dumat, once we have taken some time exploring both Minrathous and Arlathan Forest, we return to our homebase and find Varric requesting our presence in the Meeting Chamber. The entire team so far makes its way there.

Is this it? Are we finally getting some leads on the Dread Wolf? Maybe, perhaps, where his base of operations is? We know it must be somewhere in Arlathan Forest given his agents’ activity there, but Arlathan Forest is the size of a small country, so simply searching for him there will get us nowhere.

Unfortunately, it is not that. Varric has received a message from Charter, requesting the Dumat’s aid. The Qunari have launched a massive attack on the city of Marnas Pell, and the Imperial Legion is there to intercept them. After Vyrantium fell to the Qun, the Antaam has been steadily moving further west. The only reason they got to Marnas Pell now and not sooner was due to Tevinter’s huge navy fighting it out with the dreadnoughts across the Nocen Sea.

As a Shadow Dragon and member of the Mercar family, we do know Marnas Pell. We know its history, especially how it played a part in previous Blights. We have also passed it with the Legion once or twice.

Why exactly are we needed for this, though? Shouldn’t we be focusing on finding Solas? Here’s the thing. Imperator Laskaris plans to use Marnas Pell as the ultimate demonstration for his Salvatio Initiative. All the city’s slaves are to be rounded up and be used in a massive blood magic ritual, either to unleash a terrible spell, or to turn them into ravenous monsters. The Dumat will swoop past the fighting ships, and Rook’s party shall free the slaves. Once freed, the Dumat will bring them to a safe place, where they shall never be harmed by Tevinter again. Varric shrugs. While it’s certainly not the hunt for Solas he recruited us for, this is, nevertheless, a very worthy cause for us.

Neve is eager to participate in this mission. Fighting slavery is the main goal of the Shadow Dragons. Besides, she would love to get leads on Laskaris and the Venatori. We very much agree with her here, since we basically have the exact same goals. We are hunting Solas, yes, but the Shadow Dragons are still our cause. Bellara is slightly nervous about entering a genuine war zone since she doesn’t have any kind of experience with that. It’s also the fact that we’re travelling to another Tevinter city. She didn’t have the best of experiences in Minrathous. We calm her down. We won't let anything happen to her. Harding looks forward to meeting Charter again, since the two have become close friends in the years after Trespasser. Meanwhile, Varric and Isabela hope that what we’re about to see in Marnas Pell isn’t going to be too similar to the incident in Kirkwall. Isabela solemnly swears that the Tome of Koslun is nowhere near her this time.

There is nothing left to say. We give the signal, and the Dumat races towards Marnas Pell.

 

Arriving in Marnas Pell

What follows next is a cutscene of the Dumat reaching the waters just off the coast of Marnas Pell. Everything is silent underwater. But then we see flashes somewhere above the surface, followed by muffled explosions. Next to our vessel, we see two ships steadily sinking, one a Qunari dreadnought and the other a Tevinter war galley. We see corpses of both Antaam warriors and legionnaires drifting past. As we look up, the entire surface seems to be ablaze, and we see untold numbers of ships. We can only begin to imagine what we’re going to see once we reach the surface.

With some manner of hesitation, the entire party boards the Silence. The entire ascension to the surface is filled with rising tension as the very waters seem to shake.

The Silence rises a good distance away from the city, and we witness a sight of absolute warfare. The entire coast is filled with Antaam and Legion ships, engaged in a terrifying naval battle. Spells and gaatlok bring devastation to the opposing forces. And the city itself is no better off. Smoke rises from multiple parts of Marnas Pell, green smoke, red smoke, blue smoke, black smoke. This place is succumbing to a most terrible death before our very eyes. And we’re about to head right in there.

Isabela lets us out on the coast and returns to the Dumat, ready to provide whatever aid she can. Varric instructs us to the city walls, where Charter plans to meet us.

 

Meeting Charter

The party quickly makes their way towards the walls of Marnas Pell, which are largely unmanned due to all the soldiers and guards being busy fighting the Antaam. Much of the walls are broken due to gaatlok being shot at the city from the dreadnoughts’ cannons.

Charter meets us right by one of the tears in the wall, leading straight into the city. But she’s not alone. Along with her we see another elf, whom Varric quickly recognises as Vaea. Those of us who’ve read the post-Trespasser comics will recognise her as well.

So, Vaea has that Star Wars Expanded Universe thing going on with her. She never appears in the games, and Veilguard only mentions her in a few codex entries, but she is such a prominent character in the comics, with multiple stories featuring her as one of the protagonists. The same can be said for Charter as well, but she actually does appear in DAI. Vaea’s prominence in the comics was so great, and her character so well-established, that many people, including myself, were 100% sure she was going to become one of Rook’s companions. Every single building block was there. Make no mistake, I’m happy that we got Harding as the Inquisition’s representative in our companion roster, but damn, Vaea is just an amazing character, and it’s honestly a shame that she never even appeared in DATV.

She’s not going to be a full-on companion here; I actually like the idea of each companion representing one specific faction. But instead, I’m going to make her a bit of a recurring character, like Charter. That way, she can still be present.

After some brief introductions, Charter fills us in on what’s going on in the city right now: The Qunari attack is led by Kathaban, the Antaam’s fleet admiral. In the lore, he’s one of the most powerful Antaam members, second only to the Arishok, and has full command of the dreadnought fleet. The fact that he’s leading the attack himself is a huge deal. As a Tevinter mage, we definitely know of Kathaban. Furthermore, Laskaris himself has arrived in the city to lead the battle and demonstrate the Salvatio Initiative. This rouses Neve’s attention, and she hopes to find an opportunity to go against the Imperator after everything he did, as do we. One of his underlings, a local Legatus by the name of Magister Pomonius, has recently ordered all slaves in Marnas Pell to be delivered to his estate. He’s most probably going to perform the blood magic ritual there. Oh yeah, Pomonius is a familiar name as well. We can only recall that our father hates him. Vaea adds that she has scouted out the estate, and it’s crawling with Venatori. She knows the fastest route and will take us there. Rook and two party members will head for the estate, while the rest follows Charter into the city, where they shall work on saving as many innocent civilians as they can.

This is one of those moments where the choice to disband the Inquisition reflects on the world. Because the Inquisition now has fewer agents, they have to be spread out more. As such, the gang comprising Vaea, Marius, Tessa, and Francesca is currently all over Tevinter, doing their own individual missions. Had the Inquisition remained intact, we would be seeing all four of them here.

Anyway, we choose Varric and Neve to accompany us, while Harding and Bellara follow Charter. Once the teams are set, Charter, Harding, and Bellara run off into the city, while Vaea gestures for us to follow her in the opposite direction.

 

The Battle of Marnas Pell

What follows next is a depiction of absolute carnage as Vaea leads Rook, Varric, and Neve into the streets of Marnas Pell. And this is the part of the mission where we really get to see just how devastating a full-on battle between Tevinter and the Qunari can be.

As we rush towards the Pomonius Estate, we come across several interesting encounters:

  • We run into a street clash between Tevinter legionnaires and Antaam warriors, and both factions see us as an enemy to be squashed. So at points we have to fight against both Tevinter and Qunari warriors. Rook occasionally calls out to the legionnaires, but they don't listen.
  • At some point, the building we’re currently passing by gets bombarded by a gaatlok cannon from the sea, unleashing green fire everywhere that we have to quickly dodge.
  • One of Tevinter’s war elephants (yeah, another thing Veilguard forgot to mention) rampages through the street, levelling buildings and walls left and right.
  • All this time, Laskaris’ voice, amplified by an enchanted crystal, echoes across the entire city, urging the citizens of Marnas Pell to stand up and fight for their homeland, while the wounded are to report to the Houses of Healing.

At some point, we reunite with Charter’s party as we reach a burning building. This is one of Marnas Pell’s Houses of Healing, where both magical and ordinary healing is applied, basically a hospital. And it’s been hit by a gaatlok cannon. The fires are spreading swiftly. If we could help Charter and the rest rescue the civilians within, that would be amazing. Of course, we agree to do just that, since we’re not savages.

What follows is a short side encounter where we quickly save the patients of the House of Healing, as well as the remaining healers, by bringing them outside. We do notice, however, that there are no mages or magical healers among them, which is rather weird. We also pick up on the fact that nobody in here seems to be particularly loyal to Tevinter. When we find a particularly wounded person, Vaea swoops in and presses a strange crystal upon their chest, which heals them just enough for them to stand again. This is the same crystal Bharv delivered to her during Tevinter Nights, so we’re acknowledging a little continuity here.

When we finally assemble all survivors outside the burning building, Neve deduces that every patient we just saved is a Qunari convert. It turns out that a few members of the Ben-Hassrath infiltrated Marnas Pell a while ago to get some of its citizens to convert to the Qun before the Antaam arrives. What we’re seeing here are the remnants of those converts, and the healer among them is the aforementioned Ben-Hassrath spy. We must remember that the Ben-Hassrath are also the priests of the Qun, not just the spies, so it does fall in-line for them to do something like this.

The converts are wary of Rook, not for being Saarebas, but a Tevinter mage. But we just saved them from Kathaban’s gaatlok. All they wish for now is to safely get out of the city. Now, what do we do?

  • Do we allow the converts to safely return to the Qunari?
  • Or do we convince them that the Qunari are the wrong choice to make in life? That they’re no better than Tevinter’s slavers.
  • Do we let the converts go but kill the Ben-Hassrath spy to avoid detection?

This is a bit of a tough one, because Rook only ever had experience with the Antaam side of the Qunari. But what of the other two aspects? We also find out that the Ben-Hassrath healer didn’t try to convert everyone she healed, only those she found to be directly suffering from Tevinter’s oppressive system. In Seheron and Par Vollen, these people would find suitable roles, lives to live, the chance to be part of something greater. But also...we're from Tevinter, and the Qunari are warring with us.

Neve is opposed to just letting them go. She had dealings with Ben-Hassrath in the past, and they are some of the best manipulators she has ever seen. Besides, the Qunari would have intel on Rook immediately. Harding recalls the Iron Bull and how the Ben-Hassrath treated him the moment he defected. Varric, on the other hand, advises us to choose very carefully.

Against our better judgement, we allow the converts to safely travel to Kathaban’s Antaam fleet. Neve is a bit annoyed at this, since we now have a Ben-Hassrath spy who knows our name and appearance. Varric recalls on how Hawke achieved mutual respect with the Arishok once for being respectful to the other Qunari and an overall honourable guy, which even led to the Arishok fighting him in a fair duel. The Qunari do respect honour and strength, and we just showed them that. Besides, not all Ben-Hassrath immediately seek to kill or convert you. He does remember Tallis.

Once the converts are gone, Charter takes her part of the team again, and Vaea directs us further towards the Pomonius Estate. We still have slaves to save.

By the way, if anyone is wondering where I got the basis for this quest: there is a codex entry in Veilguard where Charter talks about how she and Vaea freed some slaves in Marnas Pell. I thought that held a bit more potential, so kept brainstorming, and...yeah, here we are.

 

Reaching the Pomonius Estate

We finally reach the Pomonius Estate, which looks not as lavish as Erimond’s, more like a fortress in the middle of a city. It’s quite obvious from just looking at it that House Pomonius prides itself on being in the military.

Right off the bat, we can see some Imperial Legionnaires patrolling along the walls. Vaea leads us the basement entrance, which is guarded by two legionnaires. Since we have experience with the Legion and are a Tevinter mage ourselves, we can persuade them to step aside. Vaea then knocks them out.

Vaea unlocks the basement for us and tells us that she’ll be distracting the legionnaires outside so that most of them won’t rush in to fight us. She just wishes she had Marius, Tessa, and Francesca with her. They could have caused something more substantial together. But there will be help for us. Charter reached out to a mutual contact, who also works with the Shadow Dragons. He’ll be waiting for us inside.

But wait, Vaea is going to distract the legionnaires on her own? Isn’t that risky? Vaea assures us that she has experience with that. But we’re not sure. These are trained Tevinter soldiers.

  • Do we let Vaea pull off the distraction by herself?
  • Or do we send her back to Charter?

Well, we choose to trust Vaea, and wish her all the best of luck. Following that, we descend into the basement.

 

In the Basement

Together with Varric and Neve, we enter the basement of the Pomonius Estate. We’re immediately attacked by a group of Venatori cultists, absolutely confirming their presence in the city. The interesting part here isn’t the challenge they pose, but that they look like they’ve truly been through the ringer. Someone’s already attacked them, and we’re finishing the job.

Once the Venatori are dealt with, we explore the basement a little and find loads of empty cells, presumably once filled by slaves. So Pomonius must have already led them to wherever in the estate he plans to perform the ritual.

Looking for clues, we find a note on one of the Venatori, stating that the slaves are currently being brought to the dining hall, presumably because it’s the largest room there is.

Well, we have our destination, and hopefully we’ll find our ally soon. We wonder who it might be. Tarquin? The Viper? Someone else? Let’s get going!

 

Vaea’s Distraction

In the meantime, we get a small cutscene of Vaea outside the Pomonius Estate. Since we trusted her to distract the legionnaires outside, we’re seeing her do just that.

From having studied the Pomonius Estate beforehand, she knows the exact routes the soldiers on guard duty take around the perimeter. As such, she methodically sneaks around and knocks out the soldiers traversing the walls in pairs. Eventually, however, since she’s just one person, she is spotted. Vaea fights off some of the legionnaires and receives a minor stab wound in her side. But being a tougher elf, she quickly makes for an escape into the city, and some of the soldiers give chase.

 

Pursuing Pomonius

As Rook, Varric, and Neve make their way through the Pomonius Estate, they are met by a surprising lack of guards. Instead, what we do find are dead Venatori all around the place. As we study one of their mages, Varric whistles. The mage has had his heart ripped out. He hasn’t seen anyone doing this since...

Before he can finish the thought, a sudden magical surge fills the estate. As a mage ourselves, we are rather shaken. We need to hurry, and we need to do it now.

We rush through the largely empty corridors, passing dead Venatori, until we reach the dining hall.

We see a bunch of Venatori lining up Marnas Pell’s slave population. A bunch of blood collars is laid out on a long table nearby, which they have already begun distributing.

Magister Pomonius himself kneels on the ground in concentration, having cut his own hand to summon blood for his ritual.

There are quite a few enemies here, so we can’t approach this in a careless manner. But the ideal situation would be to disrupt Pomonius before he can perform his blood collar ritual.

Varric offers to just snipe him with Bianca from afar, and at this point, after seeing the slaves in such a desperate state, we agree. Varric gets ready to shoot Pomonius, but then...

 

The Blue Wraith

A shadow appears at the other end of the hall, a figure drenched in blue light, its eyes glowing with the promise of doom, like a wraith. The Venatori can’t even raise their weapons before the figure rushes them, phasing through flesh as though it were air. The figure appears right behind Pomonius and simply says, “Look at me.”

Confused, Pomonius’ focus breaks, and he looks up. The figure instantly buries its fist in Pomonius’ chest and rips out his heart. The Magister falls to the ground, dead.

The figure turns to us, and the blue light fades. Varric instantly recognises him. “I’ll be damned. Fenris!” he calls.

Fenris gives us a short nod. Not the most unusual place for a reunion. He offers us the joy of taking out the Venatori together, which we instantly accept.

What follows next is a cathartic reunion fight with the Venatori, and Fenris, the Blue Wraith, fights by our side.

Once the Venatori are all dead, we immediately remove all the blood collars that have already been applied to the slaves. Once that is all done, it’s time for a proper reunion.

As a Shadow Dragon, we know who Fenris is, since he is a well-established contact for our organisation. Of course, we have also read Varric’s book and listened to his tales of Hawke. Neve recognises him too. Although he’s not an official member of the Shadow Dragons, he always shows up when they have need of his aid in freeing slaves across Tevinter.

Now, how does Fenris appear in such an integral moment of the story in a World State where he’s dead? Simple answer: He doesn’t. In a World State where Fenris is dead, it’s the Viper who helps us here, which would serve as an early introduction to the character if we didn’t take the Shadow Dragon origin.

Fenris and Varric share a brief reunion. Charter and Vaea filled him in on the necessary details. We are hunting the Dread Wolf, Isabela captains the Dumat, and Merrill has been lost to him. Varric insists that Merrill can still be saved. Fenris grunts, but is happy that someone believes in that.

So, we did it, right? The slaves are saved. Now we need to get them aboard the Dumat. At this point, an elderly elf named Nelas steps forward. He was Pomonius’ personal slave and overheard, as well as oversaw, quite a few things that we may find important.

First of all, these are not all slaves of Marnas Pell. Pomonius’ son, Sorocan, took a good amount of them away a few days ago, to a secret sanctuary of the Venatori. Oh, now this sounds interesting! Any way of finding out more about it? We shall look around.

As we do, we find a letter on Pomonius’ corpse. It was written by a certain Calivan, who gives thanks to the excellent specimen the Magister provided to the Ossuary. Zara surely is pleased. Zara...Calivan...we do remember them from Laskaris' demonstration in our origin story. Venatori.

The Ossuary. What kind of place is that? Fenris recognises the name, for he heard it from the mouths of Venatori Magisters before. It’s a prison, a secret one, but he doesn’t yet know what exactly it is they do there. Neve slightly reprimands Fenris for killing Pomonius. We could have learned something from him, perhaps even the Ossuary’s location. Fenris shakes his head. Pomonius wouldn’t have talked. He’s too deep into the cult, too dedicated. He would rather have killed himself.

As we talk, a gaatlok cannonball shatters the opulent walls of the dining hall, and rubble rains around us. The freed slaves start panicking, and after calming them down, we discuss our next steps.

We could simply run and get the slaves to safety. We would have to protect them all the way there, but it’s doable. But...what about Marnas Pell? Tevinter and the Qunari will continue fighting until the entirety of the city turns to ash and rubble. The citizens would be lost. And what of our allies? It is still a city of our homeland.

In this case, the Qunari are the aggressors, and this particular fleet is being led by Kathaban. If we reach Kathaban and somehow get him to call off the attack, Marnas Pell will be saved.

In the distance, we see that Kathaban’s dreadnought slowly but surely advances to Marnas Pell’s docks. The Qunari commander will soon set foot on land. We must reach him quickly. Otherwise, this will all become worse. Plus, the moment Laskaris learns of Pomonius’ demise, he will undoubtedly come up with another cruel tactic.

Varric really doesn’t want to see another Kirkwall, a sentiment that Fenris very much shares. Neve doesn’t want to see another of her nation’s cities destroyed and its population enslaved by the Qun.

What do we do?

  • We end the mission right now by getting the slaves out of Marnas Pell. We would guarantee their safety, but the rest of the city will likely be lost.
  • We reach Kathaban and somehow get him to call off the attack.

It’s dangerous, but we shall try. We shall head over to Kathaban and try our best. We are Rook, we do the unpredictable shit. We are a loose cannon, let’s loose ourselves upon the Qunari.

We ask Fenris to stay with the freed slaves and protect them at all costs. Fenris vows that not a single one of them will perish while he is here. He respects us for our choice to save the city and wishes us good luck.

Before we go, however, we place the Mark of Disgrace on Pomonius' dead body.

 

To the Docks

Outside the Pomonius Estate, we rush back into the burning city, the docks and Kathaban’s dreadnought our next goal. And we don’t regret a thing about our decision now. Everything around us burns. People are running for their lives. Legionnaires and Qunari are fighting in the streets, fights that we, occasionally, are forced to participate in.

The voice of Imperator Laskaris echoes through the air again, this time filled with greater rage. He orders the Legion to regroup near the docks to meet the Antaam head-on. From the tone of his voice, we gauge that, uh oh, he probably noticed Pomonius’ failure. Hurry, hurry, hurry, hurry up, or we’ll reach an even greater massacre than there already is.

We can only hope that the others are doing fine. Just as we raise that thought, another war elephant rampages through the streets ahead of us, forcing us to take a detour.

Now, only one more building stands between us and the docks. And that’s the great library of the city.

 

The Library

We rush through the library doors and find ourselves right in the heat of battle again, this time against a Tevinter mage leading a group of legionnaires, who have just killed a bunch of Qunari. This triggers a mini-boss fight, which ends with the mage getting more and more desperate. We notice that the legionnaires carry the blood collars on them. Suddenly, the mage screams and reaches out with blood magic. The legionnaires scream and writhe in utter pain, and their blood is simply drained out of them, forming into solid, crimson shrapnel that the mage directs at us.

Just as the fight seems a lost cause, we are joined up by Charter, Vaea, Harding, and Bellara, and together, we overpower the mage, killing him at the last moment.

We look at the legionnaires’ corpses in horror. What the actual fuck was that? We didn’t know the blood collars could do that! So it’s not just a frenzy; it’s also a last resort!

Is this the Salvatio Initiative? If so, it’s even more horrifying than we had anticipated.

At this point, we actually have a unique roleplay opportunity. We can choose to keep it cool as Rook, or we can allow the stress and panic of the day to get to us. Well, as a Shadow Dragon, a Mercar, and someone experienced with the war, we, although stressed, manage to keep our cool, even though we need a breather.

Varric walks up to us and commends us for keeping it together. He has been there for both Hawke and Lavellan's journey, and it truly is the mark of a leader to keep their head on their shoulders during times such as these. Once we’re back on the Dumat, we’ll talk more.

So, why am I doing this now? Aside from RP opportunity, it’s important to actually showcase that Varric cares about Rook. We’re not just his second-in-command, we’re the newest addition to the long list of people he gives a damn about. Varric in this game takes on the role of a mentor figure, similar to Duncan. But unlike Duncan, Varric actually has time to get to know Rook. So, here we are.

Meanwhile, Charter and Vaea examine the dead Qunari, and trace their purpose to the section regarding the Grey Wardens, more specifically, the documents about the Third and Fourth Blights relating to Marnas Pell. For some reason, the Qunari seem to be interested in that. Accounts of darkspawn movement, maps of the Deep Roads, all of that has been looked at.

Varric recalls how the Qunari were examining sections of the Deep Roads a few years ago. After what happened at the Exalted Council, they were quite interested in pursuing Solas on their own. But what do they want now? What do they want in the Deep Roads? Charter says that it’s something else we must keep our eyes on.

We then update the other team on the freed slaves, and Fenris’ involvement. So what are we doing here? Well, we’re trying to somehow end this battle, and our best course of action is to stop Kathaban. If he calls off the attack and retreats with the Antaam, Laskaris won’t have any more reason to use the Salvatio Initiative. The Magisterium will certainly not look kindly upon him needlessly sacrificing civilians instead of slaves, especially if there is no one to fight against. Well, Harding says, we’re in the right place. Kathaban is just outside on the docks.

We allow ourselves a moment of rest, heal up, do all we need to do. But then it’s time to venture forward. We’re ready to face Kathaban.

 

Kathaban

What follows next is a cutscene of Rook and the entire party exiting the library through a massive hole in the wall. Amidst the smoke and fading sunlight, we see several dreadnoughts approaching from the sea. Kathaban’s dreadnought has already docked.

A bunch of Tevinter legionnaires are currently standing their ground against the advancing Antaam. They are led by none other than Charon Mercar. We are absolutely dumbstruck. Our father! Here! Right now! But...we saw him in Minrathous, and he was all...

Then, we see something even more shocking: Charon and his men do not wear the blood collars anymore. They are fighting here while being fully in control of themselves. But they’re being pushed back, harder and harder, as the Antaam forces grow. And ahead of them strides Kathaban. This is the tallest Qunari we have ever seen (aside, perhaps, from Saarath). He marches in front of his troops, a massive chunky blade-like weapon on his back. Any legionnaire that gets in his way, he crushes with his bare hands.

Seeing this display of utter power and confidence, Rook has another choice to make:

  • Do we fight Kathaban and the Antaam alongside Charon?
  • Or do we try to...talk to Kathaban first?

Rook closes her eyes and sighs deeply. Well...this might be how we die. We rush past our father, and make ourselves known to him. He immediately loses his battle-hardened composure. We're here? What are we doing here? We tell him that we'll talk later, and step right in front of Kathaban and the advancing Antaam. With a loud voice, we bid them halt.

Kathaban is...quite astounded at such a confident and foolish display. But he’s not stupid. He sees we’re a mage, and refers to us as Saarebas. He also sees we're a Tevinter mage, so this must be another action of the war. But, the fact that we stepped forward without drawn weapons is curious. He will hear what we have to say before he slays us.

And so begins probably the most intense conversation Rook has ever had in his life. We ask Kathaban to stop, to call off the attack on Marnas Pell.

Kathaban proclaims that the time has come for the Qun to rid the world of dangerous things. Tevinter is the greatest enemy they have in this world, for its core philosophy, its very reason for existence, is to give dangerous things, Saarebas, unchecked and unlimited power. So much senseless death and chaos throughout history, slavery without purpose, none but Saarebas have honourable roles to fill. A land of wastefulness that deserves to be cleansed.

We insist that innocent civilians should not fall into the line of fire. Kathaban grows irritated and annoyed. We couldn’t possibly understand. We are Saarebas, Saarebas from Tevinter, we are too corrupted by the world.

We then get the revelation that Tevinter and the Qunari truly did attempt peace negotiations in Seheron not too long ago. They wanted to try and come to a conclusion at the Arishok’s behest, but before they could even sit down, the entire building where the negotiations would have taken place was blown up by magical energies. Many Qunari died, and Tevinter is so perverse that they even killed their own negotiators that night. And to top it all off, they deny everything about it. Since then, there has been no more mercy, no more compromise. We remember that negotiation attempt. Our father told us about it. But we were always told the Qunari lured us into a trap.

Rook notices that there isn’t a single Saarebas in Marnas Pell (well, the Qunari Saarebas). Kathaban says they’re all on other fronts right now. The Qun’s Saarebas deserve to be honoured and used in battle, dignified for them. There has been an increasing number of abominations whenever Saarebas fought in Tevinter recently. He will not expose them to that cruelty (ironic, given how the Qunari treat the Saarebas absolutely atrociously themselves).

We only beg and plead because we are at a disadvantage. The Qunari are superior and have greater numbers. And if the tables were turned, we would be advancing just as well.

Now comes the moment where a previous choice pays off. We mention how we saved a bunch of Qunari converts, along with the Ben-Hassrath member responsible for bringing them away from here. At this point, said Ben-Hassrath spy walks up next to Kathaban and confirms the story.

This gives Kathaban pause. He sees that we’re not like the others on this battlefield. Very well, he shall entertain us. He proposes a deal: We fight one-on-one. If we lose, the attack continues. But if we win against Kathaban, the Antaam will sail away from Marnas Pell for a brief respite in the war.

Varric sighs and whistles. Didn’t think he’d see that again.

Rook agrees to the deal. Kathaban orders the Antaam warriors to back off, and Charon draws back his legionnaires, giving us a very proud-dad-look. Our party members gather around on the sides. A large circle is now formed.

Kathaban acknowledges that we may use our magic against him. Luckily, he came prepared for such an occasion. He reaches for the weapon on his back and what the fuck is that???

We thought it was a blade at first, but no. It’s a large hand cannon. We’re about to fight a Qunari with a firearm. It’s only logical that the technologically superior Qunari would be able to transform their gaatlok cannons into the next stage of development, namely early firearms.

Being the masochistic players that we are, we chose the hardest possible way to settle this. But it will also be the most rewarding one if we succeed. So, after a long and gruesome battle, in which Rook constantly ran around, dodging the massive hand cannon Dark Souls style, the fight ends with Kathaban collapsing in front of us.

Beaten and battered, Kathaban lies on the ground, and Rook stands above him. We now have a final choice to make here:

  • Do we kill Kathaban?
  • Do we spare him?

We actually grew to respect him over the short course of our acquaintance. As such, contrary to his expectations, we spare him. We made our point. The fight is done. Kathaban slowly rises, and looks at us in bewilderment. The Antaam looks on. Everything is tense. Then, Kathaban nods, and calls for the Antaam to sail back onto the sea. He turns around, and calls us a Mindful Dangerous Thing. We are the first Tevinter mage he has seen whose mind is not yet corrupted. And, just like that, only a few minutes later, the dreadnoughts begin to sail away.

 

The Imperator

Our day isn’t yet over, however. As soon as the dreadnoughts begin sailing away, Charon steps up, and pulls us into a fatherly embrace. He remembers us from Minrathous, even though he couldn't interact with us. He was being controlled by Laskaris. Yeah, how did he get rid of the blood collar? Turns out that Charon has "proven" his uttermost loyalty to Laskaris once again, so he trusts him enough to do without the collar. And he is so proud of us for what we just accomplished. Nobody has ever managed to talk Kathaban down.

But all is not well for long, for a great host of legionnaires marches towards us, led by none other than Imperator Laskaris himself. He rides a great, black-scaled dracolisk, because, yeah, those exist as well, remember? Oh boy, now we feel anger rising in us.

The moment he sees us, Laskaris demands that we be chained immediately for treason against the nation. Charon jumps to our defence, relaying exactly what we did to save Marnas Pell from the Qunari. Laskaris barks that we have no right to decide such matters. Last time, we were trying to prevent Tevinter from achieving victory.

We reply with viciousness ourselves, calling him out for using blood magic against innocents, against his own men! Laskaris retaliates that the Archon has given him full authority to do so. He will do everything to protect his country, even if it means spilling Tevinter’s own blood. A wound can be healed. A corpse cannot. We retaliate that we just did what he could not. We convinced the Antaam to call off an attack! Without even killing their leader. We did it in the name of Tevinter. Out of love for our nation! We are no traitor. And everyone here saw it!

This causes Laskaris to hesitate. An inner fight seems to be going on behind his eyes. He knows we're with the Shadow Dragons, and yet here we are, actively helping the Legion. Charon continues the conversation with the Imperator. They begin addressing each other by first name, then, and it’s apparent that there used to be some kind of deeper friendship, despite Charon being “only” Soporati. Eventually, Laskaris, to the surprise of us all, relents and permits us to leave. Our act today has countered our treason from before. And he respects that.

So, what did we just do here? We gave Laskaris a bit of depth. He isn’t just Evil Blood Mage Magister #34, no, he is, as far as traditionalist Tevinter Magisters go, an honourable man, a soldier at heart. Which is such a contrast to what he does with the Salvatio Initiative. It further highlights how the killing of slaves is something so deeply ingrained into Tevinter’s culture that even some of the “decent” people don’t shrug it off, seeing it as just the way things are. Remember, even Dorian had to learn otherwise, and he could only do so by being away from Tevinter.

Laskaris calls for Charon to join him again. They have no time to linger. The Blue Wraith has been sighted in the city. Charon bids us farewell, and we promise to see him again as soon as we are able.

As Rook watches his father leave, he is approached by Varric. “You did good, kid,” he says.

As we stand on the docks of Marnas Pell, the Silence appears out of the water. Isabela calls for us to board. It’s time to return to the Dumat. Varric agrees. There is much to do.

 

Back on the Dumat

We reconvene in the Dumat’s Meeting Chamber, where Rook’s party is joined by Isabela, Fenris, Charter, and Vaea. Well, this mission was an absolute success, to say the least. We not only managed to save the slaves. We also ended the battle, and we have Rook to congratulate for the latter. Varric says we should have seen Kathaban’s face. He probably respects us right now without even realising it.

Traversing the city also provided us with two vital clues: the Venatori prison known as the Ossuary, and whatever it is the Qunari are searching in the Deep Roads. Charter intends to look into both matters right away. If the Venatori have a secret prison to where they deliver slaves, we must look into it. Who knows? Maybe Solas is in on it as well. He can’t resist aiding slaves. Even though he is set on tearing down the Veil, he still can’t look away from chained people. And the Deep Roads? The Qunari once found an elven library that “fell” into the depths when the Veil was formed, as can be read in Tevinter Nights, so maybe that’s a clue to Solas as well? We have two leads. We shall follow up on them as soon as we are able.

Fenris intends to deliver the slaves to a safe location outside of Tevinter, and Isabela is all too happy to assist him with that. Unless, of course, we would like to give some of them the opportunity to join the crew?

  • Do we let some of the slaves join the Dumat as free and paid workers?
  • Do we send all of them to safety?

Well, the Dumat could certainly use extra hands. But we’re worried. What if some of them, especially the elves, are agents of Fen’Harel? This would be the perfect opportunity for the Dread Wolf to infiltrate our ranks. We decline. The slaves have seen enough of war and violence. They deserve peace. Fenris nods, respecting our decision. We are one of Tevinter's better mages, he says.

The meeting is then ended, and everyone sans Rook, Varric, and Charter leave the room.

Charter promises to send us regular reports of the deeds of her spy network. We shall be in the know of everything that goes on in the North. And now, she has to investigate our leads. With a nod, the red-haired elf leaves us.

Only Rook and Varric remain. Now, Rook can question himself a little. Was it truly right what he did? Can he truly take matters into his own hands like that? What if even greater evil comes from letting Kathaban go?  Varric reassures us. We did commendably. We freed the slaves, and we actually talked Kathaban out of pursuing the attack. Well, we fought him one-on-one, but that’s as good of a negotiation as we could have expected from the Qunari. All is well. We did good. Feeling calmed by Varric’s words, we smile and thank him. “Anytime, kid.”

 

The Other Rooks

As always, now it's time to take a look at how the other five Rooks might have handled things here!

 

Grey Wardens

  • Rook knows about Marnas Pell's role in the Blights, and where the Grey Warden stuff is kept at the library.

 

Veil Jumpers

  • Rook has heard of Fenris's deeds in Arlathan Forest.

 

Antivan Crows

  • Rook can convince Charter to put a contract on Pomonius, and when that fails, the contract transfers to Sorocan.
  • Kathaban comments on Rook being Tal-Vashoth, to which Rook corrects. She is simply Vashoth, for she never was in the Qun.

 

Mourn Watch

  • Rook can plant a spirit into Pomonius and get some early insights into what the Ossuary is.

 

Lords of Fortune

  • Rook remembers the tale of the Qunari in the Deep Roads, for Phillam, a Bard! has been talking about it in Llomerryn.

Notes:

And there we have it! Thank you once again for reading along! I hope you enjoyed. Well, next time we shall be going to either the Ossuary or the Deep Roads. As you might have guessed, these are the recruitment missions for Lucanis and Davrin, respectively. We shall see where we go first. But I'm definitely looking forward to it. Stay tuned!

Find the Veil Jumper version of this chapter on Tumblr: https://www. /drakorn/795594453646753792/rewriting-veilguard-part-14-the-battle-of-marnas?source=share